public Character(CharacterInfo.Type _type, String _texture, PhysicsEngine engine, Vector2 _position, Vector2 _size, float bodySize) : base(_texture, _size) { info = Constants.Instance.getCharacterInfo(_type); initCharacter (); //body.setPosition(_position); body = new Body(bodySize, _position); // TODO: size as a FLOAT instead?! engine.AddBody(body); }
public void init() { XElement weaponDoc = XElement.Load(weaponFile); IEnumerable<XElement> weapons = weaponDoc.Elements(); foreach (XElement e in weapons) { WeaponInfo w = new WeaponInfo(e); weaponsInfo.Add(w.type, w); } XElement charDoc = XElement.Load(charFile); IEnumerable<XElement> characters = charDoc.Elements(); foreach (XElement e in characters) { CharacterInfo c = new CharacterInfo(e); charsInfo.Add(c.type, c); } }
public CharacterInfo getCharacterInfo(CharacterInfo.Type t) { return charsInfo[t]; }