Exemple #1
0
 public Enemy(CollidableObject collidableObject, AnimationSet animationSet, float walkSpeed)
 {
     CollidableObject = collidableObject;
     AnimationSet     = animationSet;
     //animations[0].SetToFrame(ref CollidableObject.SourceRectangle, 0);
     _walkSpeed = walkSpeed;
 }
Exemple #2
0
        public Player(Texture2D texture, Vector2 spawnPosition, List <Animation> animations)
        {
            _animationSet = new AnimationSet(animations, AnimationStates.Idle, AnimationDirections.Right);

            Rectangle initialSourceRectangle = Rectangle.Empty;

            // Set initialSourceRectangle to the first frame in the first animation
            animations[0].SetToFrame(ref initialSourceRectangle, 0);
            CollidableObject = new CollidableObject(texture, spawnPosition, initialSourceRectangle, 0f)
            {
                Origin = Vector2.Zero
            };
            _oldPosition = CollidableObject.Position;
        }
 /// <summary>
 ///     Detects a pixel level collision between this and an other CollidableObject.
 /// </summary>
 /// <param name="collidable">The CollidableObject to check a collision against</param>
 /// <returns>True if colliding, false if not.</returns>
 public bool IsColliding(CollidableObject collidable)
 {
     // If rectangle of objects intersects
     if (BoundingRectangle.Intersects(collidable.BoundingRectangle))
     {
         // And any of the pixels of objects intersect
         if (IntersectPixels(Transform, SourceRectangle, TextureData, collidable.Transform, collidable.SourceRectangle, collidable.TextureData))
         {
             // Then return true
             return(true);
         }
     }
     // Else return false
     return(false);
 }
 public TerrainElement(CollidableObject collidableObject)
 {
     CollidableObject        = collidableObject;
     CollidableObject.Origin = Vector2.Zero;
 }