public Player(int x, int y, Sprite sprite, Game1 g, ViewArea viewArea) : base(x, y, sprite) { startPosition = new Vector2(x, y); Position = new Vector2(x, y); game = g; heat = 30; velocity = Vector2.Zero; acceleration = Vector2.Zero; this.viewArea = viewArea; this.punchSprite = new Sprite(g.ConditionalLoadSprite("punch", "sprites/fireball")); this.SetupAnimationSprites(); }
public void ViewAreaUpdated(ViewArea area) { int w = destRect.Width; int h = destRect.Height; var OffsetV = area.Offset; frontSourceRect = new Rectangle( (int)(OffsetV.X * frontFactor), (int)(OffsetV.Y * frontFactor), w, h ); backSourceRect = new Rectangle( (int)(OffsetV.X * backFactor), (int)(OffsetV.Y * backFactor), w, h ); }
/// <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() { gameState = GameState.START; //initialize input Input.Initialize(); // TODO: Add your initialization logic here textures = new Dictionary<string, Texture2D>(); viewArea = new ViewArea(mapWidth, mapHeight); base.Initialize(); }