Esempio n. 1
0
        public Cannon(ContentManager content, Vector2 position, Stage stage, string enemytype)
            : base(content, position, stage, enemytype)
        {
            PlayerSpriteCollection spritecollection;

            spritecollectionlist = new List <PlayerSpriteCollection>();
            Texture2D cannonTileset = content.Load <Texture2D>("Sprites/Enemies/Cannon");

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(TextureHelper.SwapColor(cannonTileset, new Color(192, 32, 0), new Color(184, 28, 12)), position, 5, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(TextureHelper.SwapColor(cannonTileset, new Color(192, 32, 0), new Color(228, 68, 52)), position, 5, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(cannonTileset, position, 5, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            CollisionIsHazardous = false;

            _health = 15;

            _currentFrame     = 0;
            _animatingforward = true;

            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion1"), position, 36, 36, 3, 150, Color.White, 1f, false, false, this.CurrentStage);
            ExplosionSound = content.Load <SoundEffect>("Sounds/Explosion1");

            projectileTexture = content.Load <Texture2D>("Sprites/Projectiles/basicbullet");

            _gun = new EnemyGun(this, projectileTexture);
        }
Esempio n. 2
0
        public Panel(ContentManager content, Vector2 position, Stage stage, string itemType)
            : base(content, position, stage, "Panel")
        {
            _contentManager       = content;
            _health               = 1;
            _currentGlowFrame     = 0;
            _glowAnimatingforward = true;

            PlayerSpriteCollection spritecollection;
            Texture2D turrettileset;

            spritecollectionlist = new List <PlayerSpriteCollection>();
            turrettileset        = content.Load <Texture2D>("Sprites/Enemies/Panel");
            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion2"), WorldPosition, 5, 150, Color.White, 1f, false, this.CurrentStage);
            ExplosionSound = content.Load <SoundEffect>("Sounds/Explosion2");

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(SwapColor(turrettileset, new Color(192, 32, 0), new Color(184, 28, 12)), position, 3, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(SwapColor(turrettileset, new Color(192, 32, 0), new Color(228, 68, 52)), position, 3, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(turrettileset, position, 3, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            _elapsedOpenCloseTime = FrameOpenCloseTime;

            _itemType = itemType;
        }
Esempio n. 3
0
        public Sniper(ContentManager content, Vector2 position, Stage stage, string enemytype)
            : base(content, position, stage, enemytype)
        {
            snipersprites = new PlayerSpriteCollection();
            snipersprites.Initialize(content.Load <Texture2D>("Sprites/Enemies/Sniper"), position, 5, Color.White, 1f);

            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion1"), position, 36, 36, 3, 150, Color.White, 1f, false, false, this.CurrentStage);
            ExplosionSound = content.Load <SoundEffect>("Sounds/Explosion1");

            projectileTexture = content.Load <Texture2D>("Sprites/Projectiles/basicbullet");

            _gun = new EnemyGun(this, projectileTexture);
        }
        public Level1BossBomber(ContentManager content, Vector2 position, Stage stage, string enemytype)
            : base(content, position, stage, enemytype)
        {
            _frames = new PlayerSpriteCollection();
            _frames.Initialize(content.Load <Texture2D>("Sprites/Bosses/boss1bomber"), position, 6, Color.White, 1f);
            _enemyType = enemytype;

            _health = 32;

            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion2"), position, 32, 32, 5, 150, Color.White, 1f, false, false, this.CurrentStage);
            ExplosionSound = content.Load <SoundEffect>("Sounds/Explosion1");

            projectileTexture = content.Load <Texture2D>("Sprites/Projectiles/redbullet_large");
        }
Esempio n. 5
0
        public Turret(ContentManager content, Vector2 position, Stage stage, string enemytype)
            : base(content, position, stage, enemytype)
        {
            PlayerSpriteCollection spritecollection;
            Texture2D turrettileset;

            spritecollectionlist = new List <PlayerSpriteCollection>();
            turrettileset        = content.Load <Texture2D>("Sprites/Enemies/Turret");

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(TextureHelper.SwapColor(turrettileset, new Color(192, 32, 0), new Color(184, 28, 12)), position, 12, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(TextureHelper.SwapColor(turrettileset, new Color(192, 32, 0), new Color(228, 68, 52)), position, 12, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            spritecollection = new PlayerSpriteCollection();
            spritecollection.Initialize(turrettileset, position, 12, Color.White, 1f);
            spritecollectionlist.Add(spritecollection);

            CollisionIsHazardous = false;

            _health           = 15;
            _currentPosition  = 3;
            TimeTargetLocked  = 0.0f;
            _elapsedTime      = 0;
            _currentFrame     = 0;
            _animatingforward = true;

            // RGB colors for blinking animations of turret.
            //R 255 228  184
            //G 140 68   28
            //B 124 52   12

            projectileTexture = content.Load <Texture2D>("Sprites/Projectiles/basicbullet");

            ExplosionAnimation.Initialize(content.Load <Texture2D>("Sprites/Explosion2"), WorldPosition, 5, 150, Color.White, 1f, false, this.CurrentStage);
            ExplosionSound = content.Load <SoundEffect>("Sounds/Explosion2");

            _gun = new EnemyGun(this, projectileTexture);
        }