public L1(Texture2D playermove, Texture2D playerattack, Texture2D grass, Texture2D grassbarrier, Texture2D foamsword, Texture2D portal, Song song, Texture2D tooltiptxture, SpriteFont font, Texture2D keytxture, Texture2D keydown) : base(playermove, portal, song) { _grassbarrier = grassbarrier; _grass = grass; _foamsword = foamsword; sword = new ItemOnFloor(Items.GetItem("Foam Sword"), new Vector2(150, 30), 0.5f); particleSystems = new ParticleSystem(sword.item.texture, 0f, 1f, Color.White, new Vector2(-1, 1), new Vector2(-1, 1), new TimeSpan(0, 0, 3), 1f, 1f, 1f, 1f, new Vector2(150, 30), new TimeSpan(1000, 0, 1, 0, 0), true, 0.00002f); int dy = 50; float layerDepth = .2f; for (int i = 0; i < 8; i++) { grassBarriers.Add(new Sprite(_grassbarrier, new Vector2(75, dy), null, 0f, Vector2.Zero, 0.5f, SpriteEffects.None, layerDepth, Color.White, _grassbarrier.Width/2, _grassbarrier.Height/2)); dy += 25; layerDepth += .001f; } dy = 50; layerDepth = .2f; for (int i = 0; i < 8; i++) { grassBarriers.Add(new Sprite(_grassbarrier, new Vector2(200, dy), null, 0f, Vector2.Zero, 0.5f, SpriteEffects.None, layerDepth, Color.White, _grassbarrier.Width/2, _grassbarrier.Height/2)); dy += 25; layerDepth += .001f; } background = new Background(_grass); player = new Player(playermove, playerattack, new Vector2(145, 250)); portalobj = new Portal(portal, new Vector2(155, 250)); spinning = false; //movetip\\ List<ToolTipObj> objects = new List<ToolTipObj>(); objects.Add(new Text(.3f, new Vector2(110, 17), .91f, font, "Use WASD to move")); List<Key> keys = new List<Key>(); keys.Add(new Key(.3f, new Vector2(50, 25), .911f, font, 'W', keytxture, keydown)); keys.Add(new Key(.3f, new Vector2(50, 25), .91f, font, 'A', keytxture, keydown)); keys.Add(new Key(.3f, new Vector2(50, 25), .91f, font, 'S', keytxture, keydown)); keys.Add(new Key(.3f, new Vector2(50, 25), .91f, font, 'D', keytxture, keydown)); ToolTipPlayer tooltipPlayer = new ToolTipPlayer(playermove, playerattack, new Vector2(80, 25), .91f, 1f/5.5f, Direction.Down); objects.Add(tooltipPlayer); movetipkeyanim = new KeyAnimation(keys, tooltipPlayer); foreach (Key thekey in keys) { objects.Add(thekey); } movetip = new ToolTip(tooltiptxture, objects); movetip.enabled = !movetip.enabled; movetip.velocity = new Vector2(0, 0f); //pickuptip\\ List<ToolTipObj> pickupobjects = new List<ToolTipObj>(); pickupobjects.Add(new Text(.25f, new Vector2(85, 20), .91f, font, "Press K to pick up items and drops")); List<Key> pickupkeys = new List<Key>(); pickupkeys.Add(new Key(.3f, new Vector2(40, 25), .91f, font, 'K', keytxture, keydown)); pickupkeys.Add(new Key(.3f, new Vector2(40, 25), .91f, font, 'K', keytxture, keydown)); pickuptipkeyanim = new KeyAnimation(pickupkeys); foreach (Key thekey in pickupkeys) { pickupobjects.Add(thekey); } pickuptip = new ToolTip(tooltiptxture, pickupobjects); pickuptip.enabled = false; }
public bool DidPickUpWeapon(ItemOnFloor weapon) { if (hitbox.Intersects(weapon.HitBox) && InputManager.ks.IsKeyDown(Keys.K)) { return true; } return false; }