public static Animation CreateEmpyAnimation(AnimationType animationName) { IndexPair startLocation = new IndexPair(0, 0); switch (animationName) { case AnimationType.PlayerAnimation: temp = new PlayerAnimation(); temp.AddCollider(); break; case AnimationType.MonsterAnimation: temp = new MonsterAnimation(); // new MonsterAnimation(); temp.AddCollider(); //((MonsterAnimation)temp).Collider = new Collider(((MonsterAnimation)temp)); break; // The animation point will be set when its requested from the pool case AnimationType.BulletAnimation: temp = new BulletAnimation(); temp.AddCollider(); //((BulletAnimation)temp).Collider = new Collider(((BulletAnimation)temp)); break; // The animation point will be set when its requested from the pool case AnimationType.ExplosionAnimation: temp = new ExplosionAnimation(); temp.Collider = new Collider(temp, System.Drawing.Rectangle.Empty); break; default: return null; } return temp; }
public Animation CreateAnimation(AnimationType animationName, IndexPair startLocation) { switch (animationName) { case AnimationType.PlayerAnimation: temp = new PlayerAnimation(); break; case AnimationType.MonsterAnimation: temp = new MonsterAnimation(); // new MonsterAnimation(); temp.AddCollider(); //((MonsterAnimation)temp).Collider = new Collider(((MonsterAnimation)temp)); break; // The animation point will be set when its requested from the pool case AnimationType.BulletAnimation: temp = new BulletAnimation(); temp.AddCollider(); //((BulletAnimation)temp).Collider = new Collider(((BulletAnimation)temp)); break; // The animation point will be set when its requested from the pool case AnimationType.ExplosionAnimation: temp = new ExplosionAnimation(); break; default: return null; } return temp; }