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); }
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; }
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"); }
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); }