// constructor public Collection() { initialPositions = new Vector2[] { new Vector2(0, 0), new Vector2(Game1.WIDTH - Entity.SIZE, 0), new Vector2(0, Game1.HEIGHT - Entity.SIZE), new Vector2(Game1.WIDTH - Entity.SIZE, Game1.HEIGHT - Entity.SIZE) }; entities = new List<Entity>(); players = new List<Player>(); enemies = new List<Enemy>(); trails = new List<Trail>(); List<Texture2D> sprites = new List<Texture2D>(); Player player; for (int i = 0; i < NUM_OF_PLAYERS; i++) { player = new Player(initialPositions[i], i, (i + 1) % NUM_OF_PLAYERS); entities.Add(player); trails.Add(new Trail(ref player)); } players = entities.Where(i => i.GetType() == typeof(Player)).ToList().Cast<Player>().ToList(); // adds the AI objects for (int i = 0; i < NUM_OF_ENEMIES; i++) { Enemy enemy = new Enemy(Game1.random.Next(4)); entities.Add(enemy); } enemies = entities.Where(i => i.GetType() == typeof(Enemy)).ToList().Cast<Enemy>().ToList(); }
public Trail(ref Player player) { mPlayer = player; bound = new Rectangle(0, 0, Entity.SIZE, Entity.SIZE); positions = new List<Vector2>(); sources = new List<Rectangle>(); directions = new List<int>(); for (int i = 0; i < SIZE; i++) { positions.Add(Vector2.Zero); sources.Add(player.Ani.source); directions.Add(0); } timer = new Counter(DELAY); }
public void setEntities(Player.STATE state) { players.ForEach(player => player.state = state); }