public Agent(Vector2 pos, string name, Tag tag, CharacterStats characterStats) : base(Type.Agent, name) { this.PositionXY = pos; this.characterStats = characterStats; this.tag = tag; size = new Point(8); origin = size.ScaleRet(new Vector2(.5f, .5f)); type = Type.Agent; collider = new Collider.Circle(PositionXY, 0, 10, false); collider.heightZ = 32; healthBar = new GUI.ProgressBar(Rectangle.Empty, Color.Red, 1f, Game1.pixel, true, false); }
public Fireball(Vector3 position, Vector3 movement, Agent.Tag ignore) : base(position, movement, ignore, "Fireball") { position.Z = 10; collider = new Collider.Circle(PositionXY, position.Z, 6f, false); agentTagsToIgnore.Add(Agent.Tag.Player); sprite = new AnimatedSprite(textures["Fireball"], new Point(64, 32), 16); sprite.speed = .3f; sprite.repeat = true; useGravity = false; airResistance = 1f; collisionTypesToIgnore.Add(Type.Projectile); collisionTypesToIgnore.Add(Type.Particle); collisionTypesToIgnore.Add(Type.Null); sprite.affectedByLight = 2; bounceFactor = 1; friction = 1; }
public BouncingBall(Vector3 position, Vector3 movement, Agent.Tag ignore) : base(position, movement, ignore, "BouncingBall") { position.Z = 10; collider = new Collider.Circle(PositionXY, position.Z, 8f, false); agentTagsToIgnore.Add(Agent.Tag.Player); sprite = new AnimatedSprite(textures["BouncingBall"], new Point(32, 32), 0); sprite.speed = .3f; sprite.repeat = true; useGravity = true; usePhysics = true; airResistance = .99f; friction = .8f; bounceFactor = .99f; collisionTypesToIgnore.Add(Type.Projectile); collisionTypesToIgnore.Add(Type.Particle); collisionTypesToIgnore.Add(Type.Null); }