/// <summary> /// Returns the shield of the given turtle /// </summary> /// <param name="trtl"></param> /// <returns></returns> public GreenTurtleShield CreateShield(GreenTurtle trtl) { Texture2D txtrShield = gm.Content.Load <Texture2D>(GreenTurtleShield.textureNameFacingRight); Texture2D txtShieldFlipped = gm.Content.Load <Texture2D>(GreenTurtleShield.textureNameFacingLeft); List <Texture2D> txtrsShield = new List <Texture2D>() { txtrShield, txtrShield, txtrShield, txtrShield }; List <Texture2D> txtrsShieldFlipped = new List <Texture2D>() { txtShieldFlipped, txtShieldFlipped, txtShieldFlipped, txtShieldFlipped }; GreenTurtleShield shld = new GreenTurtleShield(txtrsShield, txtrsShieldFlipped, flr, trtl.Left, new OnceLeftRightStrategy(), trtl); return(shld); }
public GreenTurtleShield(List <Texture2D> texturesFacingRight, List <Texture2D> texturesFacingLeft, Floor flr, float xLoc, OnceLeftRightStrategy strtgy, GreenTurtle trtl) : base(texturesFacingRight, texturesFacingLeft, new Vector2(xLoc, Physics.FLOOR_LOC - texturesFacingLeft.ElementAt(0).Height *SHIELD_SCALE), SHIELD_SCALE, true, SHIELD_ACCELERATION_X, 0, SHIELD_MAX_SPEED, flr, strtgy) { shieldStrtgy = strtgy; if (!trtl.isFacingRight) { CurrentTexture = texturesFacingLeft[0]; //flip it! because the turtle was flipped when he was killed } }