/// <summary> /// Construct a new entity /// </summary> /// <param name="zindex">Z-Axis' indice of supperposition</param> /// <param name="tile">Texture associated with the entity</param> /// <param name="visibility">Entity's visibility</param> public Entity(int zindex, SpriteSheet tile, EVisibility visibility = EVisibility.Transparent) { this.ZIndex = zindex; this.Visibility = visibility; this.Tile = tile; this.Consistency = EConsistence.Real; }
/// <summary> /// Construct a new bomb on Z-index 10 /// </summary> /// <param name="type">Pattern type</param> /// <param name="tile">Bomb Skin</param> /// <param name="highlight"> </param> /// <param name="orientation"> orientation of the current pattern </param> public Bomb(Pattern.Type type, SpriteSheet tile, string highlight = "highlight", int orientation = 0) : base(3, tile, EVisibility.Transparent) { Type = type; highlight_ = highlight; pattern_ = new Pattern(type, orientation); }
public Explosable(int zindex, SpriteSheet tile, EVisibility visibility = EVisibility.Opaque) : base(zindex, tile, visibility) { readyToExplode_ = false; timeBeforeExplosion_ = 0; animationLaunched_ = false; MarkedForDestruction = false; }
/// <summary> /// Constructor used by the clone methods. /// Create a new SpriteSheet who is exactly the same /// than the one taken in parameters. /// </summary> /// <param name="ss">The spriteSheet to clone</param> private SpriteSheet(SpriteSheet ss) { this.spriteSheet_ = ss.spriteSheet_; this.frameSize_ = ss.frameSize_; this.anims_ = ss.anims_; this.event_ = ss.event_; this.currentAnimation_ = ss.currentAnimation_; this.AnimationDone = ss.AnimationDone; this.currentFrame_ = ss.currentFrame_; this.currentLine_ = ss.currentLine_; this.currentElapsedTime_ = ss.currentElapsedTime_; }