public setXSpeed ( float Min, float Max ) : void | ||
Min | float | |
Max | float | |
Résultat | void |
public Player(int X = 0, int Y = 0) : base(X, Y) { maxVelocity = new FlxPoint(100, 100); drag = new FlxPoint(500, 500); makeGraphic(40, 40, FlxColor.CADETBLUE); _currPos = new FlxPoint(x, y); _lastPos = new FlxPoint(x, y); _nodes = new List<FlxPoint>(); _nodes.Add(_lastPos); _nodes.Add(_currPos); _path = new FlxPath(_nodes); footsteps = new FlxEmitter(x + width / 2, y + height / 2, 0, this); footsteps.makeParticles(FlxG.content.Load<Texture2D>("footsteps"), true, 25, 0f, 0f); footsteps.setXSpeed(); footsteps.setYSpeed(); _indoors = false; }
public Player(int X = 0, int Y = 0) : base(X, Y) { maxVelocity = new FlxPoint(100, 100); drag = new FlxPoint(500, 500); makeGraphic(40, 40, FlxColor.CADETBLUE); _currPos = new FlxPoint(x, y); _lastPos = new FlxPoint(x, y); _nodes = new List <FlxPoint>(); _nodes.Add(_lastPos); _nodes.Add(_currPos); _path = new FlxPath(_nodes); footsteps = new FlxEmitter(x + width / 2, y + height / 2, 0, this); footsteps.makeParticles(FlxG.content.Load <Texture2D>("footsteps"), true, 25, 0f, 0f); footsteps.setXSpeed(); footsteps.setYSpeed(); _indoors = false; }