public Room(Vector2 Size) { this.Size = Size; this.player = new Player(this, new Vector2(WALL_PADDING, Size.Y / 2)); this.blocks = new BufferedList<GameObject>(); this.blocks.Add(new GameObject(this, Vector2.Zero, Vector2.Zero, new Vector2(WALL_PADDING, Size.Y), TextureBin.Pixel)); this.blocks.Add(new GameObject(this, new Vector2(Size.X - WALL_PADDING, 0), Vector2.Zero, new Vector2(WALL_PADDING, Size.Y), TextureBin.Pixel)); this.blocks.Add(player); this.blockGroups = new List<BlockGroup>(); this.snow = new BufferedList<Snow>(); this.blocks.Add(new GameObject(this, new Vector2(0, Engine.screenResolution.Y - 200), new Vector2(Engine.screenResolution.X, Engine.screenResolution.Y))); }
public AnimationSet(Player player) { this.player = player; this.forward = new Animation(TextureBin.Get("pfront"), 1, 8, 2); this.backward = new Animation(TextureBin.Get("pback"), 1, 8, 2); this.forwardPick = new Animation(TextureBin.Get("pfrontgrab"), 1, 8, 2); this.backwardPick = new Animation(TextureBin.Get("pbackgrab"), 1, 8, 2); this.fStand = new Animation(TextureBin.Get("pfrontstand"), 1, 8, 2); this.bStand = new Animation(TextureBin.Get("pbackstand"), 1, 8, 2); this.current = this.forward; }