// constructor public Enemy(Vector3 vel, Animation[] animations, string[] names, Vector3 loc, Rectangle rect, int value, int dir) : base(vel, animations, names, loc, rect) { // sets up commands commandQueue = new Queue<ICommand>(); defaultCommands = new Queue<ICommand>(); // sets starting location startLocation = loc; // sets enemy to be unaware of player state = AI_STATE.UNAWARE; center = new Vector3(rect.X + rect.Width, rect.Y + rect.Height, loc.Z); moneyValue = value; alive = true; direction = dir; switch (direction) { case 0: CurrentAnimation = "StandUp"; break; case 1: CurrentAnimation = "StandRight"; break; case 2: CurrentAnimation = "StandDown"; break; case 3: CurrentAnimation = "StandLeft"; break; } }
// constructor // takes the names and animations and adds them to the anims dictionary public DrawableGameObject(Animation[] animations, string[] names, Vector3 loc, Rectangle rect) : base(loc, rect) { anims = new Dictionary<string, Animation>(); for (int i = 0; i < names.Length; i++) { anims.Add(names[i], animations[i]); } CurrentAnimation = "default"; }
// constructor public Player(Vector3 velocity, Animation[] animations, string[] names, Vector3 location, Rectangle rectangle, int life, int moneyGoal) : base(velocity, animations, names, location, rectangle) { startLoc = location; // not currently used for anything, but will be implemented by next milestone. lives = life; moneyNeeded = moneyGoal; moneyCollected = 0; attackLength = 0; currentWeapon = null; currentDisguise = null; }
public bool visible; // whether or not to draw the weapon. #endregion Fields #region Constructors public Weapon(Animation[] animations, string[] names, Vector3 location, Rectangle rect, int durable) : base(animations, names, location, rect) { durability = durable; visible = true; }
public Boolean locked; // whether or not it's locked. #endregion Fields #region Constructors public Door(Animation[] animations, string[] names, Vector3 loc, Rectangle rect, int doorNum) : base(animations, names, loc, rect) { locked = true; keyAssociation = doorNum; }
public string disguiseType; // the type of disguise, either Chef, Mechanic, or Box #endregion Fields #region Constructors public Disguise(Animation[] animations, string[] names, Vector3 loc, Rectangle rect, string disguise) : base(animations, names, loc, rect) { disguiseType = disguise; }
public int doorAssociation; // number that corresponds to an index in the list of locked doors. #endregion Fields #region Constructors public Key(Animation[] animations, string[] names, Vector3 loc, Rectangle rect, int keyNum) : base(animations, names, loc, rect) { doorAssociation = keyNum; }
private int value; // the amount of money the coin is worth #endregion Fields #region Constructors public Coin(Animation[] animations, string[] names, Vector3 loc, Rectangle rect, int val) : base(animations, names, loc, rect) { value = val; active = true; }
public Vector3 velocity; // amount the object moves in a single move method #endregion Fields #region Constructors // constructor public MovableGameObject(Vector3 vel, Animation[] animations, string[] names, Vector3 loc, Rectangle rect) : base(animations, names, loc, rect) { velocity = vel; }