/// <summary> /// /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="player"></param> public Player(int x, int y, int player) : base(x, y, 1.0f, 1.0f, player) { Alive = true; DeathAnimationIndex = Game.Game.GetRandom(9); Range = 2; MaxBombs = 1; CurrentBombs = 0; Speed = 0.125f; Animation = new PlayerDirectionAnimationIndex(PlayerDirectionAnimationIndex.Types.Stand, Directions.Down); }
/// <summary> /// /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="player"></param> /// <param name="direction"></param> /// <param name="isTip"></param> public Explosion(int x, int y, int player, Directions direction, bool isTip) : base(GetX(x, direction, isTip), GetY(y, direction, isTip), GetWidth(direction, isTip), GetHeight(direction, isTip), player) { xOffset = X - x; yOffset = Y - y; if (isTip) { Animation = new PlayerDirectionAnimationIndex(PlayerDirectionAnimationIndex.Types.ExplosionTip, direction); } else { Animation = new PlayerDirectionAnimationIndex(PlayerDirectionAnimationIndex.Types.ExplosionMid, direction); } }
/// <summary> /// /// </summary> /// <param name="primary"></param> /// <param name="secondary"></param> /// <param name="moving"></param> public override void SetMoveState(Directions primary, Directions secondary, bool moving) { if (!Alive) { return; } base.SetMoveState(primary, secondary, moving); if (!moving) { Animation = new PlayerDirectionAnimationIndex(PlayerDirectionAnimationIndex.Types.Stand, primary); } else { Animation = new PlayerDirectionAnimationIndex(PlayerDirectionAnimationIndex.Types.Walk, primary); } AnimationState = 0; }