public Enemy(int health, string damageSound, Sprite sprite, uint collisionDamage, float speed) : base("", "Enemies", health, damageSound, sprite, true, collisionDamage, "Players", "Projectiles") { this.speed = speed; OnCollision += new Action1(collideWith); OnDamage += new Action(damageEffect); }
public Powerup(int amount, string damageSound, Sprite sprite, float speed) : base("", "Powerups", 1, damageSound, sprite, true, 0, "Players") { this.speed = speed; this.amount = amount; OnCollision += new Action1(collision); }
public Projectile(int hits, Sprite sprite, uint collisionDamage, Vector2 velocity, params string[] collisionGroups) : base("", "Projectiles", hits, "", sprite, true, collisionDamage, collisionGroups) { OnCollision += new Action1(collide); Sprite.Velocity = velocity; }
public Animation(Sprite sprite) : base("", "Effects", 1, "", sprite, false, 0) { }
public TargetedEnemy(int health, string damageSound, Sprite sprite, uint collisionDamage, float speed, Entity target) : base(health, damageSound, sprite, collisionDamage, speed) { this.target = target; OnCollision += coll; }
public Bubble(int amount, Sprite sprite, float speed) : base(amount, "Bubble", sprite, speed) { OnCollision += new Action1(collide); OnDeath += bubbleSound; }
public HealthPack(int amount, Sprite sprite, float speed) : base(amount, "Health", sprite, speed) { OnCollision += new Action1(collide); }