public Player() { mSprite = new GameSprite(); mHealth = 100; mPosition = Vector2.Zero; mVelocity = Vector2.Zero; mPlayerColor = Color.White; mWeaponSprite = new GameSprite(); mWeaponAngleR = 0f; mIsShootingRight = true; mIsShootingRight = true; }
public Player(Texture2D playerImage, Texture2D weaponImage, Vector2 initialPos, Color color, bool isFacingRight, bool isShootingRight, Texture2D crosshair, Texture2D laser) { mSprite = new GameSprite(playerImage, initialPos); mHealth = 100; mPosition = initialPos; mVelocity = Vector2.Zero; mPlayerColor = color; mWeaponSprite = new GameSprite(weaponImage, initialPos); mWeaponAngleR = 0f; mIsShootingRight = true; mIsFacingRight = isFacingRight; mIsShootingRight = isShootingRight; mCrosshair = new GameSprite(crosshair, Vector2.Zero); mLaser = new GameSprite(laser, Vector2.Zero); if (!mIsShootingRight) { mWeaponAngleR = (float)-Math.PI; } }