Esempio n. 1
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 /// <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);
 }
Esempio n. 2
0
 /// <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);
     }
 }
Esempio n. 3
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        /// <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;
        }