public GameEntity(Level level) { Level = level; MovementVector = new Vector2(0, 0); Speed = new Vector2(3.0f, 3.0f); Friction = new Vector2(2.0f, 5.0f); MaxSpeed = new Vector2(1.0f, 2.0f); DeathTimeout = 1.0f; }
public Goomba(Level level, Vector2 startPosition) : base(level, startPosition) { Texture = level.Content.Load<Texture2D>("Goomba"); Size = new Vector2(16, 16); Speed = new Vector2(1.0f, 3.0f); Direction = Direction.Left; Sprite = new Animator(); Animations = new[] { new Animation(this, AnimationType.Run, 2, 0.5f, true), new Animation(this, AnimationType.Death, 1, 0.5f, false) }.ToDictionary(x => x.AnimationType); Sprite.SetAnimation(Animations[AnimationType.Run]); }
protected override void Update(GameTime gameTime) { // Get keyboard state once so we can pass it through. _prevKeyboardState = _currentKeyboardState; _currentKeyboardState = Keyboard.GetState(); // Previous keyboardstate was saved to prevent double taps: if (_currentKeyboardState.IsKeyDown(Keys.Escape) && !_prevKeyboardState.IsKeyDown(Keys.Escape)) _level = new Level(Services,Rand); _level.Update(gameTime, _currentKeyboardState); base.Update(gameTime); }
public Player(Level level) : base(level) { Texture = Level.Content.Load<Texture2D>("Mario"); CurrentPosition = Level.StartPosition; Size = new Vector2(16, 16); Speed = new Vector2(5.0f, 3.3f); Sprite = new Animator(); Animations = new[] { new Animation(this, AnimationType.Stand, 1, 0.5f, false), new Animation(this, AnimationType.Run, 2, 0.25f, true), new Animation(this, AnimationType.Jump, 2, 0.5f, false), new Animation(this, AnimationType.Death, 1, 0.5f, false), new Animation(this, AnimationType.Skid, 1, 0.5f, false) }.ToDictionary(x => x.AnimationType); Sprite.SetAnimation(Animations[AnimationType.Stand]); }
public Enemy(Level level, Vector2 startPosition) : base(level) { CurrentPosition = startPosition; }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _level = new Level(Services, Rand); }