public HeartObject(Room room, Vector2 pos) : base(room, pos, new Vector2(0, 0), new Vector2(24, 24)) { Sprite = new SpriteData(); Sprite.Size = new Vector2(24, 24); Sprite.Layer = 1; heartSprite = null; AssetManager.RequestTexture("heart", (frames) => { heartSprite = frames; Sprite.Change(heartSprite); }); }
public JumpResetObject(Room room, Vector2 pos) : base(room, pos, new Vector2(0, 0), new Vector2(32, 32)) { Hitbox = new Rectangle(8, 8, 16, 16); IsActive = true; stepsRemaning = 0; Sprite = new SpriteData(); Sprite.Size = new Vector2(24, 24); AssetManager.RequestTexture("jumpReset", (frames) => { Sprite.Change(frames); Sprite.Speed = 0.5f; }); }
public JumpParticleObject(Room room, Vector2 pos) : base(room, pos, new Vector2(0, 0), new Vector2(30, 6)) { Sprite = new SpriteData(); Sprite.Size = new Vector2(30, 6); Sprite.Layer = 1; jumpSprite = null; lifetime = 20; AssetManager.RequestTexture("jumpParticle", (frames) => { jumpSprite = frames; Sprite.Change(jumpSprite); }); Sprite.Offset = new Vector2(0, 0); }
public YinYangObject(Room room, Vector2 pos) : base(room, pos, new Vector2(0, 0), new Vector2(16, 16)) { Sprite = new SpriteData(); Sprite.Size = new Vector2(16, 16); Sprite.Layer = 1; Sprite.Speed = 0.2f; yinyangSprite = null; AssetManager.RequestTexture("yinYang", (frames) => { yinyangSprite = frames; Sprite.Change(yinyangSprite); }); Sprite.Offset = new Vector2(4, 4); }
public CrosshairObject(Room room) : base(room, new Vector2(0, 0), new Vector2(0, 0), new Vector2(24, 24)) { Sprite = new SpriteData(); Sprite.Size = new Vector2(24, 24); Sprite.Layer = 1; Sprite.Speed = 0.1f; crosshairSprite = null; AssetManager.RequestTexture("crosshair", (frames) => { crosshairSprite = frames; Sprite.Change(crosshairSprite); }); Sprite.Offset = new Vector2(6, 6); }
public NoteObject(Room room, Vector2 pos) : base(room, pos, new Vector2(0, 0), new Vector2(24, 24)) { ShowTextWindow = false; Sprite = new SpriteData(); Sprite.Size = new Vector2(24, 24); textWindowSprite = new SpriteData(); textWindowSprite.Size = new Vector2(512, 128); textWindowSprite.Layer = 0.96f; drawTextWindowFrom = new Vector2((Room.Game.GraphicsDevice.Viewport.Width - textWindowSprite.Size.X) / 2, textBoxTopPadding); AssetManager.RequestTexture("note", (frames) => { Sprite.Change(frames); }); AssetManager.RequestTexture("textWindow", (frames) => { textWindowSprite.Change(frames); }); }
public FairyObject(Room room, Vector2 pos) : base(room, pos, new Vector2(0, 0), new Vector2(32, 32)) { life = 3; cooldown = 60; moving = true; Position -= new Vector2(0, 16); facingRight = true; Sprite = new SpriteData(); Sprite.Size = new Vector2(32, 32); animationindex = -16; goingUp = true; Hitbox = new Rectangle(0, 0, 32, 48); Sprite.Layer = Layer; fairySprite = null; AssetManager.RequestTexture("fairy", (frames) => { fairySprite = frames; Sprite.Change(fairySprite); Sprite.Speed = 1f / 10; }); }