public CPlayer() { setFrames(Resources.LoadAll <Sprite>("Sprites/player")); setName("andy"); setSortingLayerName("Player"); //Mantengo el size original dado que el mapa se mantuvo del mismo size setScale(SCALE); setRegistration(CSprite.REG_TOP_LEFT); setWidth(WIDTH); setHeight(HEIGHT); setState(STATE_STAND); //definimos el bounding box del player, es decir la distancia entre el borde del sprite y el actual dibujo de andy. setXOffsetBoundingBox(X_OFFSET_BOUNDING_BOX); setYOffsetBoundingBox(Y_OFFSET_BOUNDING_BOX); maxEnergy = 150; currentEnergy = maxEnergy; mRect2 = new CSprite(); mRect2.setImage(Resources.Load <Sprite>("Sprites/ui/pixel")); mRect2.setSortingLayerName("Player"); mRect2.setSortingOrder(20); mRect2.setColor(Color.red); mRect2.setAlpha(0.5f); mRect2.setName("player_debug_rect2"); mHitBoxManager = new hitBoxManager(); }
override public void destroy() { base.destroy(); mRect2.destroy(); mRect2 = null; if (box != null) { box.destroy(); box = null; } mHitBoxManager.destroy(); mHitBoxManager = null; }
//private CText title; override public void init() { base.init(); mMap = new CTileMap(); CGame.inst().setMap(mMap); setState(CLevel1.IN_PROGRESS); Debug.Log("cree CLevel1"); mAndy = new CPlayer(); mAndy.setXY(200, 200); /*title = new CText("holi"); * title.setXY(200, 200);*/ mBigEnemy = new bigEnemy(); mHitBoxManager = new hitBoxManager(); }