//List<Lantern> lanterns; public GameplayScreen(Game game) { this.game = game; world = new World((Game1)(game), this); animation = new Animation(); player = new Player(new PlayerState(new Vector2(400, 400), new Vector2())); entities = new List<Entity>(); lantern = new Lantern(player.playerState.position, player, true); }
public Map(Game1 game, World world, Player player, int x, int y) : base(game) { this.game = game; this.world = world; this.player = player; colFileName = world.getCollisionMapFilename(x, y); bgFileName = world.getBackgroundFilename(x, y); this.DrawOrder = 0; game.Components.Add(this); loadMap(); }
public Lantern(Vector2 pos, Player p, bool carried) { this.pos = pos; player = p; beingCarried = carried; }
protected EventMap(Game1 game, World world, Player player, int x, int y) : base(game, world, player, x, y) { }
public void Initialize(Game game, Vector2 position, int frameCount, int frametime, Color color, float scale, bool looping, Player player, String fn) { content = game.Content; this.player = player; // Keep a local copy of the values passed in this.color = color; //this.FrameWidth = frameWidth; //this.FrameHeight = frameHeight; this.frameCount = frameCount; this.frameTime = frametime; this.scale = scale; fileName = fn; Looping = looping; Position = position; spriteStrip = content.Load<Texture2D>(fileName); // Set the time to zero elapsedTime = 0; currentFrame = 0; // Set the Animation to active by default Active = true; }
public FirstFeatherMap(Game1 game, World world, Player player, Vector2 playPos) : base(game, world, player, 4, 2) { playerPosition = playPos; inCabThing = false; }