protected void AddEnemy() { Texture2D EnemyTexture = Content.Load<Texture2D>("Enemy"); Pawn Enemy = new Pawn(EnemyTexture, new Rectangle(0, 0, EnemyTexture.Width, EnemyTexture.Height), Color.SlateGray); Enemy.Position = new Vector2(100, 100); //Enemy.ToggleDebug(bDebug); Enemy.SetController(null); WorldActors.Add(Enemy); }
public virtual void SetActor(Pawn aActor) { pActor = aActor; }
public Controller(Pawn aActor) { pActor = aActor; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Debug Font DebugFont = Content.Load<SpriteFont>("Debug Font"); // TODO: use this.Content to load your game content here //Player Texture2D PlayerTexture = Content.Load<Texture2D>("Player"); pPlayer = new Pawn(PlayerTexture, new Rectangle(0, 0, PlayerTexture.Width, PlayerTexture.Height), Color.SlateGray); pPlayer.Position = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2); //pPlayer.ToggleDebug(bDebug); pPlayer.Sensor = new WallSensor(ref WorldActors, pPlayer, DebugFont); WorldActors.Add(pPlayer); if (bDebug) { AM = new ActorMover(ref WorldActors, DebugFont); IsMouseVisible = true; } }
public AIController(ref Pawn aActor) : base(aActor) { }