public PlayerWithWeapon(Vector2 userPosition, Vector2 tileBounds, List<TileRef> InitialSheetRefs, int frameWidth, int frameHeight, float layerDepth) : base(userPosition, InitialSheetRefs, frameWidth, frameHeight, layerDepth) { _directionFrames.Add(InitialSheetRefs); // Stopped _directionFrames.Add(new List<TileRef>()); // LEFT _directionFrames.Add(new List<TileRef>()); // RIGHT _directionFrames.Add(new List<TileRef>()); // UP _directionFrames.Add(new List<TileRef>()); // Down All to be set by setFrameSet Site = new CrossHair(userPosition, new List<TileRef>() { new TileRef(5,4,0) }, frameWidth, frameHeight, 0f); TileBound = tileBounds; }
public PlayerWithWeapon(Game game, Camera cam, Vector2 userPosition, Vector2 tileBounds, List <TileRef> InitialSheetRefs, int frameWidth, int frameHeight, float layerDepth) : base(game, userPosition, InitialSheetRefs, frameWidth, frameHeight, layerDepth) { _cam = cam; _directionFrames.Add(InitialSheetRefs); // Stopped _directionFrames.Add(new List <TileRef>()); // LEFT _directionFrames.Add(new List <TileRef>()); // RIGHT _directionFrames.Add(new List <TileRef>()); // UP _directionFrames.Add(new List <TileRef>()); // Down All to be set by setFrameSet TileBound = tileBounds; DamageRate = 10; tileRangeDistance = 7; // Clamp the CrossHair based on the Range Rectangle Site = new CrossHair(game, _cam, userPosition, new List <TileRef>() { new TileRef(11, 6, 0) }, frameWidth, frameHeight, 2f); }
public PlayerWithWeapon(Game g, Texture2D texture, Vector2 userPosition, int framecount) : base(g,texture,userPosition,framecount) { myGame = g; Site = new CrossHair(g, g.Content.Load<Texture2D>(@"Textures\CrossHair"), userPosition, 1); }
public PlayerWithWeapon(Game g, Texture2D texture, Vector2 userPosition, int framecount) : base(g, texture, userPosition, framecount) { myGame = g; Site = new CrossHair(g, g.Content.Load <Texture2D>(@"Textures\CrossHair"), userPosition, 1); }