Example #1
0
 public Player(Game game, Vector2 pos, Level level)
 {
     texture = game.Content.Load<Texture2D>("Player/player");
     BoundingRectangle = new BoundingBox(new Vector3(pos.X, pos.Y, 0.0f), new Vector3(pos.X + texture.Width, pos.Y + texture.Height, 0.0f));
     texRect = new Rectangle((int)pos.X, (int)pos.Y, texture.Width, texture.Height);
     Physics = new Physics();
     Physics.Velocity = jumpSpeed;
     currentLevel = level;
 }
Example #2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            currentLevel = new Level(this, spriteBatch);
            Components.Add(currentLevel);
            graphics.SynchronizeWithVerticalRetrace = true;

            base.Initialize();
        }
Example #3
0
 public Boss(Game game, int x, int y, Level currentLevel)
 {
     health = 100;
     this.game = game;
     texture = game.Content.Load<Texture2D>("Bosses/1");
     BoundingRectangle = new BoundingBox(new Vector3(x, y, 0.0f), new Vector3(x + texture.Width, y + texture.Height, 0.0f));
     texRect = new Rectangle(x, y, texture.Width, texture.Height);
     owner = currentLevel;
 }
Example #4
0
 public Vehicle(Game game, Player p, VehicleType type, Vector2 pos, Level curr)
 {
     g = game;
     player = p;
     Type = type;
     switch (Type)
     {
         case VehicleType.Spinner:
             texture = g.Content.Load<Texture2D>("Vehicles/spinner");
             break;
         case VehicleType.Jeep:
             texture = g.Content.Load<Texture2D>("Vehicles/jeep");
             break;
         case VehicleType.Minecart:
             texture = g.Content.Load<Texture2D>("Vehicles/minecart");
             break;
         case VehicleType.Rocket:
             texture = g.Content.Load<Texture2D>("Vehicles/rocket");
             break;
         case VehicleType.Lift:
             texture = g.Content.Load<Texture2D>("Vehicles/lift");
             break;
     }
     physics = new Physics();
     physics.Velocity = 200.0f;
     // create the bounding rectangle in world space
     if (Type != VehicleType.Lift)
     {
         BoundingRectangle = new BoundingBox(new Vector3(pos.X, pos.Y, 0.0f), new Vector3(pos.X + 60, pos.Y + 40, 0.0f));
         texRect = new Rectangle((int)pos.X, (int)pos.Y, 60, 40);
     }
     else
     {
         BoundingRectangle = new BoundingBox(new Vector3(pos.X, pos.Y - 40, 0.0f), new Vector3(pos.X + 300, pos.Y, 0.0f));
         texRect = new Rectangle((int)pos.X, (int)pos.Y - 40, 300, 40);
     }
     level = curr;
 }