// Constructor van deze toestands class krijgt altijd het object mee // van de hoofdclass Beetle als argument public WalkRight(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; this.velocity = new Vector2(this.scorpion.Speed, 0f); this.effect = SpriteEffects.FlipVertically; }
// LoadContent methode. Deze methode maakt nieuwe objecten aan van de verschillende // classes. public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(100f, 300f)); this.beetle1 = new Beetle(this.game, new Vector2(400f, 100f)); this.scorpion = new Scorpion(this.game, new Vector2(300f, 188f)); this.scorpion1 = new Scorpion(this.game, new Vector2(188f, 300f)); this.explorer = new Explorer(this.game, new Vector2(0f, 240f)); }
//LoadContent public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(200f, 300f), 2); this.beetle1 = new Beetle(this.game, new Vector2(50f, 200f), 3); this.scorpion = new Scorpion(this.game, new Vector2(100f, 300f), 2); this.scorpion1 = new Scorpion(this.game, new Vector2(10f, 150f), 3); this.explorer = new Explorer(this.game, new Vector2(304f, 224f), 2); }
//Contstructor public WalkRight(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; this.destinationRectangle = new Rectangle((int)this.scorpion.Position.X, (int)this.scorpion.Position.Y, 32, 32); this.velocity = new Vector2(this.scorpion.Speed, 0f); }
//Contstructor public WalkLeft(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; this.effect = SpriteEffects.FlipHorizontally; this.destinationRectangle = new Rectangle((int)this.scorpion.Position.X, (int)this.scorpion.Position.Y, 32, 32); this.velocity = new Vector2(this.scorpion.Speed, 0f); }
// LoadContent methode. Deze methode maakt nieuwe objecten aan van de verschillende // classes. public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(100f, 300f)); this.beetle1 = new Beetle(this.game, new Vector2(400f, 100f)); this.scorpion = new Scorpion(this.game, new Vector2(300f, 188f)); this.scorpion1 = new Scorpion(this.game, new Vector2(188f, 300f)); this.explorer = new Explorer(this.game, new Vector2(304f, 240f)); this.block1 = new Block(this.game,@"Block\Block", new Vector2(0f, 0f)); this.block2 = new Block(this.game, @"Block\Wall1", new Vector2(32f, 32f)); this.block3 = new Block(this.game, @"Block\Wall2", new Vector2(0f, 32f)); this.block4 = new Block(this.game, @"Block\Door", new Vector2(32f, 0f)); }
//Constructor public WalkLeft(Scorpion scorpion) : base(scorpion) { // scorpion this.scorpion = scorpion; // effect veranderd flipt this.effect = SpriteEffects.FlipHorizontally; // nieuwe rectangle this.destinationRectangle = new Rectangle((int)this.scorpion.Position.X, (int)this.scorpion.Position.Y, 32, 32); //nieuwew postion vector 2 this.velocity = new Vector2(this.scorpion.Speed, 0f); }
private Block LoadBlock(char blockElement, int x, int y) { switch (blockElement) { case 'a': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Treasure1", new Vector2(x, y))); return(new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'a')); case 'b': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Treasure2", new Vector2(x, y))); return(new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'b')); case 'c': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Potion", new Vector2(x, y))); return(new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'c')); case 'd': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Scarab", new Vector2(x, y))); return(new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'd')); case 's': this.scorpion = new Scorpion(this.game, new Vector2(x, y), 2.0f); return(new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 's')); case 'w': return(new Block(this.game, @"Block", new Vector2(x, y), BlockCollision.NotPassable, 'w')); case 'x': return(new Block(this.game, @"Wall1", new Vector2(x, y), BlockCollision.NotPassable, 'x')); case 'y': return(new Block(this.game, @"Wall2", new Vector2(x, y), BlockCollision.NotPassable, 'y')); case 'z': return(new Block(this.game, @"Door", new Vector2(x, y), BlockCollision.NotPassable, 'z')); case '@': this.background = new Image(this.game, @"PlaySceneAssets\Background\Background2", new Vector2(x, y)); return(new Block(this.game, @"Block", new Vector2(x, y), BlockCollision.NotPassable, '@')); case '.': return(new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, '.')); default: return(new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, '.')); } }
//Constuctor public WalkLeft(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; this.angle = (float)Math.PI; }
//Constructor. public WalkLeft(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; this.angle = (float)Math.PI; }
// Constructor van deze toestands class krijgt altijd het object mee // van de hoofdclass Beetle als argument public WalkLeft(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; }
//constructor public WalkRight(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; this.rotation = 0f; }
private Block LoadBlock(char blockElement, int x, int y) { switch (blockElement) { case 'a': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Treasure1", new Vector2(x, y))); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'a'); case 'b': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Treasure2", new Vector2(x, y))); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'b'); case 'c': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Potion", new Vector2(x, y))); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'c'); case 'd': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Scarab", new Vector2(x, y))); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'd'); case 's': this.scorpion = new Scorpion(this.game, new Vector2(x, y), 2.0f); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 's'); case 'w': return new Block(this.game, @"Block", new Vector2(x, y), BlockCollision.NotPassable, 'w'); case 'x': return new Block(this.game, @"Wall1", new Vector2(x, y), BlockCollision.NotPassable, 'x'); case 'y': return new Block(this.game, @"Wall2", new Vector2(x, y), BlockCollision.NotPassable, 'y'); case 'z': return new Block(this.game, @"Door", new Vector2(x, y), BlockCollision.NotPassable, 'z'); case '@': this.background = new Image(this.game, @"PlaySceneAssets\Background\Background2", new Vector2(x, y)); return new Block(this.game, @"Block", new Vector2(x, y), BlockCollision.NotPassable, '@'); case '.': return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, '.'); default: return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, '.'); } }
//Constructor public WalkRight(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; this.angle = 0f; }
//Constructor public WalkLeft(Scorpion scorpion) { this.scorpion = scorpion; }
//Constructor public WalkRight(Scorpion scorpion) { this.scorpion = scorpion; }
//Constructor. public WalkRight(Scorpion scorpion) : base(scorpion) { this.scorpion = scorpion; this.angle = 0f; }