Example #1
0
        public static PlayerRepresentation CreatePlayerRepresentation(Player player, PlayerEvent playerEvent, ContentManager content, Viewport playerViewport, float levelWidth, float levelHeight)
        {
            PlayerRepresentation playerRepresentation = new PlayerRepresentation(player, playerEvent);
            playerRepresentation.LoadContent(content);
            playerRepresentation.SetUpCamera(playerViewport, levelWidth, levelHeight);

            return playerRepresentation;
        }
Example #2
0
 // Constructor
 public PlayerRepresentation(Player player, PlayerEvent playerEvent)
     : base(player)
 {
     this.player = player;
     this.playerEvent = playerEvent;
     this.color = Color.White;
     dashTrailEmitter = new TrailParticleEmitter();
 }
Example #3
0
        public static Player CreatePlayer(World world, PlayerIndex playerIndex, PlayerEvent playerEvent, Vector2 playerPosition)
        {
            ConfigFile configFile = new ConfigFile(Player.SettingsIni);
            int health = configFile.SettingGroups[generalSettings].Settings["health"].GetValueAsInt();
            bool enableWallJumping = configFile.SettingGroups[generalSettings].Settings["enableWallJumping"].GetValueAsBool();
            bool enableWallSliding = configFile.SettingGroups[generalSettings].Settings["enableWallSliding"].GetValueAsBool();
            bool enableShooting = configFile.SettingGroups[generalSettings].Settings["enableShooting"].GetValueAsBool();

            Player player = new Player(world, (PlayerIndex)playerIndex, playerEvent);
            player.SetUpPlayer(playerPosition, health);

            if (enableWallJumping)
                player.enableWallJumping();
            if (enableWallSliding)
                player.enableWallSliding();
            if (enableShooting)
                player.enableShooting();

            return player;
        }
Example #4
0
        // Constructor
        public PlayerBullet(World world, Player player, Vector2 position, float width, float height, float distance, float rotation, float density, bool bulletGoneOnCollision)
            : base(world, position, width, height, distance, rotation, density, bulletGoneOnCollision)
        {
            this.player = player;

            // Set up collision category based on player index
            Category collisionCategory = GameConstants.PlayerBulletCollisionCategory;
            if (player.PlayerIndex == PlayerIndex.One)
            {
                collisionCategory |= GameConstants.Player1BulletCollisionCategory;
            }
            else if (player.PlayerIndex == PlayerIndex.Two)
            {
                collisionCategory |= GameConstants.Player2BulletCollisionCategory;
            }
            else if (player.PlayerIndex == PlayerIndex.Three)
            {
                collisionCategory |= GameConstants.Player3BulletCollisionCategory;
            }
            else if (player.PlayerIndex == PlayerIndex.Four)
            {
                collisionCategory |= GameConstants.Player4BulletCollisionCategory;
            }
            this.physicsObj.CollisionCategory = collisionCategory;

            // We want the bullet to disappear once it hits something
            // bullets don't collide with the player that shot it or itself or platforms
            Category bulletCollidesWith = ~player.PhysicsContainer.Object.CollisionCategory & ~collisionCategory;
            if (bulletGoneOnCollision)
            {
            }
            else
            {
                bulletCollidesWith &= ~GameConstants.GroundCollisionCategory;
            }
            this.physicsObj.body.CollidesWith = bulletCollidesWith;
        }
Example #5
0
        public static PlayerController CreatePlayerController(Player player)
        {
            PlayerController playerController = new PlayerController(player);

            return playerController;
        }