public Player( Vector2 startingPos, AssetsLoader assetsLoader, InfartGame gameManagerReference) : base(1.0f, startingPos, gameManagerReference.GroundObjects()) { _fillColor = _overlayColor; Position = startingPos; HorizontalMoveSpeed = 300f; _origin = Vector2.Zero; _gameManagerReference = gameManagerReference; _scoreggiaSystem = new ScoreggiaParticleSystem(10, assetsLoader.Textures, assetsLoader.TexturesRectangles["ScoreggiaParticle"]); _jalapenoSystem = new JalapenoParticleSystem(10, assetsLoader); _broccoloSystem = new BroccoloParticleSystem(8, assetsLoader); _beanSystem = new BeanParticleSystem(10, assetsLoader); LoadAnimation("idle", assetsLoader.PlayerIdleRects, true, 0.1f, assetsLoader.Textures); LoadAnimation("run", assetsLoader.PlayerRunRects, true, 0.05f, assetsLoader.Textures); LoadAnimation("fall", assetsLoader.PlayerFallRects, true, 0.01f, assetsLoader.Textures); LoadAnimation("fart_sustain_up", assetsLoader.PlayerFartRects, true, 0.05f, assetsLoader.Textures); LoadAnimation("truck", assetsLoader.PlayerMerdaRects, true, 0.01f, assetsLoader.Textures); PlayAnimation("fall"); }
public GrattacieliAutogeneranti( Texture2D texture, IDictionary <string, Rectangle> grattaRects, string layerName, int grattaNumber, Camera playerCamera, InfartGame gameManagerReference) { _gameManagerReference = gameManagerReference; CurrentCamera = playerCamera; _cameraW = CurrentCamera.ViewPortWidth; _textureReference = texture; _resolutionH = playerCamera.ViewPortHeight; NextGrattacieloPosition = new Vector2(0.0f, _resolutionH); CachedObjectList = new List <Grattacielo>(); GrattacieliToDraw = new List <Grattacielo>(); LoadGrattacieli(layerName, grattaRects, grattaNumber); _innestGemma = layerName == "ground"; }
public BackgroundManager( Camera cameraInstance, AssetsLoader assetsLoader, InfartGame gameManagerReference) { CurrentCamera = cameraInstance; OldCameraXPos = CurrentCamera.Position.X; SfondoRectangle = assetsLoader.TexturesRectangles["background"]; TextureReference = assetsLoader.Textures; SfondoOrigin = new Vector2(0.0f, SfondoRectangle.Height); SfondoScale = Vector2.One; _grattacieliFondo = new GrattacieliAutogeneranti( assetsLoader.TexturesBuildingsBack, assetsLoader.TexturesRectangles, "back", 69, cameraInstance, gameManagerReference); SfondoScale = new Vector2(1.8f); _grattacieliMid = new GrattacieliAutogeneranti( assetsLoader.TexturesBuildingsMid, assetsLoader.TexturesRectangles, "mid", 69, cameraInstance, gameManagerReference); _parallaxSpeedFondo = DefaultParallaxSpeedFondo; _parallaxSpeedMid = DefaultParallaxSpeedMid; List <Rectangle> tmp = new List <Rectangle> { assetsLoader.TexturesRectangles["nuvola1"], assetsLoader.TexturesRectangles["nuvola2"], assetsLoader.TexturesRectangles["nuvola3"] }; _nuvolificioVicino = new Nuvolificio( Color.White, 0.6f, new Vector2(45, 60f), _nuvoleDefaultSpawnYRange, cameraInstance, tmp, assetsLoader.Textures); _nuvolificioMedio = new Nuvolificio( new Color(9, 50, 67), 0.4f, new Vector2(30f, 40f), _nuvoleDefaultSpawnYRange, cameraInstance, tmp, assetsLoader.Textures); _nuvolificioLontano = new Nuvolificio( new Color(5, 23, 40), 0.2f, new Vector2(10f, 20f), _nuvoleDefaultSpawnYRange, cameraInstance, tmp, assetsLoader.Textures); _starfield = new StarFieldParticleSystem(8, assetsLoader); CurrentCamera = cameraInstance; OldCameraXPos = CurrentCamera.Position.X; }
public GroundManager( Camera currentCamera, AssetsLoader assetsLoader, InfartGame gameManagerReference) { CurrentCamera = currentCamera; _grattacieliCamminabili = new GrattacieliAutogeneranti( assetsLoader.TexturesBuildingsGround, assetsLoader.TexturesRectangles, "ground", 69, currentCamera, gameManagerReference); _gameManagerReference = gameManagerReference; }