public void Attack() { Sprite = new StaticSprite(Game, "BombEffect", Position, Game.EffectSpriteSheet, Game.spriteBatch); Sprite.FPS = 3; Sprite.Layer = 0.25f; Game.CurrDungeon.Attacks.Add(this); }
public Item(Game1 game, string spriteName, string itemName, Vector2 spawn) { Game = game; Sprite = new StaticSprite(game, spriteName, spawn, game.ItemSpriteSheet, game.spriteBatch); Position = spawn; ItemName = itemName; }
private void SetupAttack() { velocity = Vector2.Zero; Vector2 offset = Vector2.Zero; switch (Direction) { case (States.Direction.Down): offset.Y += 16; velocity.Y = 0.25f; break; case (States.Direction.Up): offset.Y -= 16; velocity.Y = -0.25f; break; case (States.Direction.Left): offset.X -= 16; velocity.X = -0.25f; break; case (States.Direction.Right): offset.X += 16; velocity.X = 0.25f; break; default: break; } Position += offset; Sprite = new StaticSprite(Game, "FireEffect", Position, Game.EffectSpriteSheet, Game.spriteBatch); Sprite.Layer = 0.25f; }
public BladeTrap(Game1 game, Vector2 spawn) { Game = game; Sprite = new StaticSprite(game, "BladeTrap", spawn, game.MonsterSpriteSheet, game.spriteBatch); Position = spawn; Origin = Position; }
public void Attack() { Sprite = new StaticSprite(Game, "GreyExplosionEffect", Position, Game.EffectSpriteSheet, Game.spriteBatch); Sprite.FPS = 2; Sprite.Layer = 0.9f; Game.CurrDungeon.Attacks.Add(this); }
private void SetupAttack() { explosions = new StaticSprite[4]; positions = new Vector2[4]; velocities = new Vector2[4]; for (int i = 0; i < 4; i++) { explosions[i] = new StaticSprite(Game, "SwordBeamExplosion", Creator.Position, Game.EffectSpriteSheet, Game.spriteBatch); explosions[i].Layer = 0.9f; positions[i] = Position; } // Upper Right explosions[0].SpriteEffect = SpriteEffects.FlipHorizontally; velocities[0] = new Vector2(0.5f, -0.5f); // Upper Left velocities[1] = new Vector2(-0.5f, -0.5f); // Lower Right velocities[2] = new Vector2(0.5f, 0.5f); explosions[2].SpriteEffect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; // Lower Left velocities[3] = new Vector2(-0.5f, 0.5f); explosions[3].SpriteEffect = SpriteEffects.FlipVertically; }
public BeamExplosion(Game1 game, IGameObject creator) { Game = game; Creator = creator; Position = Creator.Position; Damage = 0; Sprite = new StaticSprite(game, "SwordBeam", new Vector2(0, 0), game.EffectSpriteSheet, game.spriteBatch); }
public MovableBlock(Game1 game, Vector2 position, States.Direction movableDirection) { Position = position; Sprite = new StaticSprite(game, "Block", position, game.TileSpriteSheet, game.spriteBatch); Hitbox = new Rectangle((int)Position.X, (int)Position.Y, (int)Sprite.Size.X, (int)Sprite.Size.Y); MovableDirection = movableDirection; SetSpeed(); }
public void Attack() { Tuple <string, SpriteEffects> swordInfo = SwordSpriteHelper(); Sprite = new StaticSprite(Game, swordInfo.Item1, Position, Game.EffectSpriteSheet, Game.spriteBatch); Sprite.SpriteEffect = swordInfo.Item2; Sprite.Layer = 0.25f; Sprite.FPS = 12; Game.CurrDungeon.Attacks.Add(this); }
private void SetupAttack() { string spriteName = ""; SpriteEffects spriteEffect = SpriteEffects.None; velocity = Vector2.Zero; Vector2 offset = Vector2.Zero; spriteName = "Fireball"; Position += offset; Sprite = new StaticSprite(Game, spriteName, Position, Game.EffectSpriteSheet, Game.spriteBatch); Sprite.Layer = 0.25f; Sprite.FPS = 16; Sprite.SpriteEffect = spriteEffect; }
private void SetupAttack() { string spriteName = ""; SpriteEffects spriteEffect = SpriteEffects.None; velocity = Vector2.Zero; Vector2 offset = Vector2.Zero; switch (Direction) { case (States.Direction.Down): Position = new Vector2(Creator.Position.X + 6, Creator.Position.Y + 12); velocity.Y = 2f; spriteName = "SwordBeam"; spriteEffect = SpriteEffects.FlipVertically; break; case (States.Direction.Up): Position = new Vector2(Creator.Position.X + 3, Creator.Position.Y - 12); velocity.Y = -2f; spriteName = "SwordBeam"; break; case (States.Direction.Left): Position = new Vector2(Creator.Position.X - 12, Creator.Position.Y + 6); velocity.X = -2f; spriteName = "SwordBeamHorizontal"; break; case (States.Direction.Right): Position = new Vector2(Creator.Position.X + 12, Creator.Position.Y + 6); velocity.X = 2f; spriteName = "SwordBeamHorizontal"; spriteEffect = SpriteEffects.FlipHorizontally; break; default: break; } Position += offset; Sprite = new StaticSprite(Game, spriteName, Position, Game.EffectSpriteSheet, Game.spriteBatch); Sprite.Layer = 0.25f; Sprite.FPS = 16; Sprite.SpriteEffect = spriteEffect; }
private void SetupAttack() { velocity = Vector2.Zero; slowdown = Vector2.Zero; Vector2 offset = Vector2.Zero; switch (Direction) { case (States.Direction.Down): offset.X += 4; offset.Y += 14; velocity.Y = 3f; slowdown.Y = -0.06f; break; case (States.Direction.Up): offset.X += 4; offset.Y -= 4; velocity.Y = -3f; slowdown.Y = 0.06f; break; case (States.Direction.Left): offset.X -= 14; offset.Y += 4; velocity.X = -3f; slowdown.X = 0.06f; break; case (States.Direction.Right): offset.X += 14; offset.Y += 4; velocity.X = 3f; slowdown.X = -0.06f; break; default: break; } Position += offset; Sprite = new StaticSprite(Game, "BoomerangEffect", Position, Game.EffectSpriteSheet, Game.spriteBatch); Sprite.FPS = 20; Sprite.Layer = 0.55f; }
private void SetupAttack() { string spriteName = ""; SpriteEffects spriteEffect = SpriteEffects.None; velocity = Vector2.Zero; hitCorrect = Vector2.Zero; switch (Direction) { case (States.Direction.Down): Position = new Vector2(Creator.Position.X + 4, Creator.Position.Y + 12); velocity.Y = 30f; spriteName = "Bullet"; hitCorrect.Y += 8; spriteEffect = SpriteEffects.FlipVertically; break; case (States.Direction.Up): Position = new Vector2(Creator.Position.X + 4, Creator.Position.Y - 12); velocity.Y = -30f; spriteName = "Bullet"; break; case (States.Direction.Left): Position = new Vector2(Creator.Position.X - 12, Creator.Position.Y + 4); velocity.X = -30f; spriteName = "Bullet"; break; case (States.Direction.Right): Position = new Vector2(Creator.Position.X + 12, Creator.Position.Y + 4); velocity.X = 30f; hitCorrect.X += 8; spriteName = "Bullet"; spriteEffect = SpriteEffects.FlipHorizontally; break; default: break; } Sprite = new StaticSprite(Game, spriteName, Position, Game.EffectSpriteSheet, Game.spriteBatch); Sprite.Layer = 0.25f; Sprite.SpriteEffect = spriteEffect; }
private void CreateSprite() { Sprite = new StaticSprite(Game, "ClosedDoor" + Side, Position, Game.TileSpriteSheet, Game.spriteBatch); Sprite.Colour = Color.TransparentBlack; Sprite.Layer = 0.5f; }
private void SetupHUDSprites() { MainInventory = new StaticSprite(Game, "HUD", Vector2.Zero, inventoryScreen, Game.spriteBatch); MainInventory.Layer = 0.90f; MiniMap = new StaticSprite(Game, "Dungeon01Map", Vector2.Zero, inventoryExtras, Game.spriteBatch); MiniMap.Layer = 0.91f; MiniMap.Colour = Color.Black; LifeBar = new StaticSprite[16]; for (int i = 0; i < LifeBar.Length; i++) { LifeBar[i] = new StaticSprite(Game, "EmptyHeart", Vector2.Zero, inventoryExtras, Game.spriteBatch); LifeBar[i].Layer = 0.92f; if (i > 2) { LifeBar[i].Colour = Color.Black; } } CurrentLife = new StaticSprite[16]; for (int i = 0; i < LifeBar.Length; i++) { CurrentLife[i] = new StaticSprite(Game, "FullHeart", Vector2.Zero, inventoryExtras, Game.spriteBatch); CurrentLife[i].Layer = 0.93f; } Rupees = new StaticSprite[2]; Rupees[0] = new StaticSprite(Game, "0", Vector2.Zero, inventoryExtras, Game.spriteBatch); Rupees[0].Layer = 0.93f; Rupees[1] = new StaticSprite(Game, "0", Vector2.Zero, inventoryExtras, Game.spriteBatch); Rupees[1].Colour = Color.Black; Rupees[1].Layer = 0.93f; Keys = new StaticSprite[2]; Keys[0] = new StaticSprite(Game, "0", Vector2.Zero, inventoryExtras, Game.spriteBatch); Keys[0].Layer = 0.93f; Keys[1] = new StaticSprite(Game, "0", Vector2.Zero, inventoryExtras, Game.spriteBatch); Keys[1].Colour = Color.Black; Keys[1].Layer = 0.93f; Bombs = new StaticSprite[2]; Bombs[0] = new StaticSprite(Game, "0", Vector2.Zero, inventoryExtras, Game.spriteBatch); Bombs[0].Layer = 0.93f; Bombs[1] = new StaticSprite(Game, "0", Vector2.Zero, inventoryExtras, Game.spriteBatch); Bombs[1].Colour = Color.Black; Bombs[1].Layer = 0.93f; LevelNumber = new StaticSprite(Game, "1", Vector2.Zero, inventoryExtras, Game.spriteBatch); LevelNumber.Layer = 0.93f; LinkLocationIndicator = new StaticSprite(Game, "LinkLocationMap", Vector2.Zero, inventoryExtras, Game.spriteBatch); LinkLocationIndicator.Layer = 0.94f; //this is actually room 17 in accordance with group numbering standard, all others as are they say MapRooms[0] = new StaticSprite(Game, "MapRoomTypeC", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[0] = new Vector2(152, 112); MapRooms[1] = new StaticSprite(Game, "MapRoomTypeI", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[1] = new Vector2(144, 152); MapRooms[2] = new StaticSprite(Game, "MapRoomTypeE", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[2] = new Vector2(152, 152); MapRooms[3] = new StaticSprite(Game, "MapRoomTypeA", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[3] = new Vector2(160, 152); MapRooms[4] = new StaticSprite(Game, "MapRoomTypeN", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[4] = new Vector2(152, 144); MapRooms[5] = new StaticSprite(Game, "MapRoomTypeJ", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[5] = new Vector2(144, 136); MapRooms[6] = new StaticSprite(Game, "MapRoomTypeH", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[6] = new Vector2(152, 136); MapRooms[7] = new StaticSprite(Game, "MapRoomTypeD", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[7] = new Vector2(160, 136); MapRooms[8] = new StaticSprite(Game, "MapRoomTypeI", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[8] = new Vector2(136, 128); MapRooms[9] = new StaticSprite(Game, "MapRoomTypeF", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[9] = new Vector2(144, 128); MapRooms[10] = new StaticSprite(Game, "MapRoomTypeH", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[10] = new Vector2(152, 128); MapRooms[11] = new StaticSprite(Game, "MapRoomTypeF", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[11] = new Vector2(160, 128); MapRooms[12] = new StaticSprite(Game, "MapRoomTypeD", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[12] = new Vector2(168, 128); MapRooms[13] = new StaticSprite(Game, "MapRoomTypeN", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[13] = new Vector2(152, 120); MapRooms[14] = new StaticSprite(Game, "MapRoomTypeK", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[14] = new Vector2(168, 120); MapRooms[15] = new StaticSprite(Game, "MapRoomTypeA", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[15] = new Vector2(176, 120); MapRooms[16] = new StaticSprite(Game, "MapRoomTypeI", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1 }; MapRoomPositions[16] = new Vector2(144, 112); MapRooms[17] = new StaticSprite(Game, "MapRoomTypeC", Vector2.Zero, inventoryExtras, Game.spriteBatch) { Colour = Color.White, Layer = 0.93f, TotalFrames = 1, }; MapRoomPositions[17] = new Vector2(152, 112); }
private void CreateSprite() { Sprite = new StaticSprite(Game, "LockedDoor" + Side, Position, Game.TileSpriteSheet, Game.spriteBatch); Sprite.Layer = 0.5f; }
private void SetupHUDSprites() { MainHUD = new StaticSprite(Game, "HUD", Vector2.Zero, hud, Game.spriteBatch); MainHUD.Layer = 0.95f; miniMap = new StaticSprite(Game, "Dungeon01Map", Vector2.Zero, hudExtras, Game.spriteBatch); miniMap.Layer = 1f; miniMap.Colour = Color.White; WeaponA = new StaticSprite(Game, "SwordSwing", Vector2.Zero, Game.EffectSpriteSheet, Game.spriteBatch); WeaponA.Layer = 1f; WeaponA.TotalFrames = 1; LifeBar = new StaticSprite[16]; for (int i = 0; i < LifeBar.Length; i++) { LifeBar[i] = new StaticSprite(Game, "EmptyHeart", Vector2.Zero, hudExtras, Game.spriteBatch); LifeBar[i].Layer = 0.98f; if (i > 2) { LifeBar[i].Colour = Color.Black; } } CurrentLife = new StaticSprite[16]; for (int i = 0; i < LifeBar.Length; i++) { CurrentLife[i] = new StaticSprite(Game, "FullHeart", Vector2.Zero, hudExtras, Game.spriteBatch); CurrentLife[i].Layer = 1f; } Rupees = new StaticSprite[2]; Rupees[0] = new StaticSprite(Game, "0", Vector2.Zero, hudExtras, Game.spriteBatch); Rupees[0].Layer = 1f; Rupees[1] = new StaticSprite(Game, "0", Vector2.Zero, hudExtras, Game.spriteBatch); Rupees[1].Colour = Color.Black; Rupees[1].Layer = 1f; Keys = new StaticSprite[2]; Keys[0] = new StaticSprite(Game, "0", Vector2.Zero, hudExtras, Game.spriteBatch); Keys[0].Layer = 1f; Keys[1] = new StaticSprite(Game, "0", Vector2.Zero, hudExtras, Game.spriteBatch); Keys[1].Colour = Color.Black; Keys[1].Layer = 1f; Bombs = new StaticSprite[2]; Bombs[0] = new StaticSprite(Game, "0", Vector2.Zero, hudExtras, Game.spriteBatch); Bombs[0].Layer = 1f; Bombs[1] = new StaticSprite(Game, "0", Vector2.Zero, hudExtras, Game.spriteBatch); Bombs[1].Colour = Color.Black; Bombs[1].Layer = 1f; LevelNumber = new StaticSprite(Game, "1", Vector2.Zero, hudExtras, Game.spriteBatch); LevelNumber.Layer = 1f; LinkLocationIndicator = new StaticSprite(Game, "LinkLocationMiniMap", Vector2.Zero, hudExtras, Game.spriteBatch); LinkLocationIndicator.Layer = 1f; miniMapRoomPositions[0] = new Vector2(18, 108); miniMapRoomPositions[1] = new Vector2(26, 108); miniMapRoomPositions[2] = new Vector2(34, 108); miniMapRoomPositions[3] = new Vector2(26, 104); miniMapRoomPositions[4] = new Vector2(18, 100); miniMapRoomPositions[5] = new Vector2(26, 100); miniMapRoomPositions[6] = new Vector2(34, 100); miniMapRoomPositions[7] = new Vector2(10, 96); miniMapRoomPositions[8] = new Vector2(18, 96); miniMapRoomPositions[9] = new Vector2(26, 96); miniMapRoomPositions[10] = new Vector2(34, 96); miniMapRoomPositions[11] = new Vector2(42, 96); miniMapRoomPositions[12] = new Vector2(26, 92); miniMapRoomPositions[13] = new Vector2(42, 92); miniMapRoomPositions[14] = new Vector2(50, 92); miniMapRoomPositions[15] = new Vector2(18, 88); miniMapRoomPositions[16] = new Vector2(26, 88); }