/// <summary> /// Constructor /// </summary> /// <param name="rend">ITileRenderer which is used for rendering and as an engine.</param> /// <param name="x">Game area X begin</param> /// <param name="y">Game area Y begin</param> /// <param name="width">Game area width</param> /// <param name="height">Game area height</param> public TileNpc(ITileRenderer renderer, float x, float y, float width, float height) : base(renderer, x, y, width, height) { m_level = new NpcLevel(renderer, m_pengine, TILE_GRIDWIDTH, TILE_GRIDHEIGHT); m_infoScreenDisplayCounter = -1; m_effectAngle = 0; m_bgIndex1 = 1; m_bgIndex2 = 0; m_fadingBgCounter = -1; m_menuCounter = -1; m_menuModeCounter = -1; m_timeSinceLastScore = 0; m_gameIsOn = 0; m_timer = 0; m_gameOverCounter = -1; m_pauseCounter = -1; m_levelCompletedPoem = null; m_timeTimerEffect = 65535; m_completedTextAngle = 0; m_completedTextCounter = -21; m_eventCounter = 0; m_bgAngle = 0; m_logoWobble = 0; m_logoWobbleInc = 0; m_currentLevel = 0; m_blockTimerEffect = 0; m_targetTimer = 0; m_levelCompletedCounter = 0; m_highScore = 0; m_timer = 0; m_score = 0; m_displayScore = 0; m_difficulty = 1; // adults, 0 for kids ? m_level.SetGameArea(x, y - 0.12f, width, height + 0.1f); for (int f = 0; f < 7; f++) { m_scoreRollPos[f] = 0.0f; m_scoreRollTargetPos[f] = 0.0f; m_scoreRollExTargetPos[f] = 0.0f; m_scoreRollInc[f] = 0.0f; } }
/// <summary> /// Sets level to given one /// </summary> /// <param name="level">Level to set</param> public void setLevel(NpcLevel level) { m_level = level; }
} // if != 0, scoreparticlerender-function is used. public ParticleSprayType() { m_level = null; }