public Sprite(Texture2D textureImage, double gridX, double gridY, Point frameSize, float layerDepth, BoardManager boardManager) { this.textureImage = textureImage; this.gridX = gridX; this.gridY = gridY; this.frameSize = frameSize; this.boardManager = boardManager; this.layerDepth = layerDepth; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here boardManager = new BoardManager(this); Components.Add(boardManager); Components.Add(cameraManager); base.Initialize(); }
public Player(Texture2D textureImage, double gridX, double gridY, Point frameSize, int initialLocation, int maxHealth, int initialStrength, int initialWits, int initialMagic, float layerDepth, BoardManager boardManager) : base(textureImage, gridX, gridY, frameSize, layerDepth, boardManager) { this._initialLocation = initialLocation; this._currentLocation = initialLocation; this.initialStats[3] = maxHealth; this.initialStats[0] = initialStrength; this.initialStats[2] = initialWits; this.initialStats[3] = initialMagic; this.currentStats[3] = maxHealth; this.currentStats[0] = initialStrength; this.currentStats[1] = initialWits; this.currentStats[2] = initialMagic; }
public BoardSprite(Texture2D textureImage, float gridX, float gridY, Point frameSize, float layerDepth, BoardManager boardManager) : base(textureImage, gridX, gridY, frameSize, layerDepth, boardManager) { }