public Trap(int initialX, int initialY, Texture2D texture, int frames, int spriteHeight, int spriteWidth, int preyHeight, float boundingRadius, Wyrm predator, float damagedone, Texture2D explosionTex) : base(initialX, initialY, texture, frames, spriteHeight, spriteWidth, preyHeight, boundingRadius, predator, 0, 0) { asSprite = new AnimatedSprite(texture, 0, 0, spriteWidth, spriteHeight, frames); asSprite.IsAnimating = true; isMine = true; damageDone = damagedone; explosionTexture = explosionTex; }
public Vehicle(int initialX, int initialY, Texture2D texture, int frames, int spriteHeight, int spriteWidth, int preyHeight, float boundingRadius, Wyrm predator, int meat, int facingY, Texture2D bulletTex) : base(initialX, initialY, texture, frames, spriteHeight, spriteWidth, preyHeight, boundingRadius, predator, meat, facingY) { asSprite = new AnimatedSprite(texture, 0, 0, 145, 50, 0); asSprite.IsAnimating = false; otherFacing = facingY; if (Game1.m_random.NextDouble() < 0.5) xVel = -1; else xVel = 1; bulletTexture = bulletTex; }
int yPos; // y position of the bullet #endregion Fields #region Constructors public Bullet(int initialX, int initialY, Vector2 velocity, Texture2D texture, int frames, int spriteheight, int spritewidth, float boundingradius, int dam) { xPos = initialX; yPos = initialY; vel = velocity; bulletTexture = texture; damage = dam; spriteWidth = spritewidth; spriteHeight = spriteheight; asprite = new AnimatedSprite(bulletTexture, 0, 0, spriteWidth, spriteHeight, frames); asSprite.IsAnimating = true; asSprite.fFrameRate = 0.05f; }
public Animal(int initialX, int initialY, Texture2D texture, int frames, int spriteHeight, int spriteWidth, int preyHeight, float boundingRadius, Wyrm predator, bool isHuman, int meat, int facingY) : base(initialX, initialY, texture, frames, spriteHeight, spriteWidth, preyHeight, boundingRadius, predator, meat, facingY) { asSprite = new AnimatedSprite(preyTexture, 0, 0, spritewidth, spriteheight, animationFrames); asSprite.IsAnimating = true; human = isHuman; otherFacing = facingY; if (Game1.m_random.NextDouble() < 0.5) xVel = -1; else xVel = 1; }
public Explosion(float x, float y, Texture2D texture, bool mineExplosion) { xPos = x; yPos = y; if (mineExplosion) { yOff = 390; } else { yOff = 0; } asSprite = new AnimatedSprite(texture, 0, yOff, SPRITEWIDTH, SPRITEHEIGHT, 16); asSprite.FrameLength = 0.05f; }
public SoldierHuman(int initialX, int initialY, Texture2D texture, int frames, int spriteHeight, int spriteWidth, int preyHeight, float boundingRadius, Wyrm predator, int meat, int facingY, int shootingLeftY, int shootingRightY, Texture2D bulletTex) : base(initialX, initialY, texture, frames, spriteHeight, spriteWidth, preyHeight, boundingRadius, predator, meat, facingY) { asSprite = new AnimatedSprite(texture, 0, 0, spriteWidth, spriteHeight, frames); asSprite.IsAnimating = true; otherFacing = facingY; if (Game1.m_random.NextDouble() < 0.5) xVel = -1; else xVel = 1; shootingRightFacingY = shootingRightY; shootingLeftFacingY = shootingLeftY; bulletTexture = bulletTex; }
public Engineer(int initialX, int initialY, Texture2D texture, int frames, int spriteHeight, int spriteWidth, int preyHeight, float boundingRadius, Wyrm predator, int meat, int facingY, int mineLeftY, int mineRightY, Texture2D mineTex) : base(initialX, initialY, texture, frames, spriteHeight, spriteWidth, preyHeight, boundingRadius, predator, meat, facingY) { asSprite = new AnimatedSprite(texture, 0, 0, spriteWidth, spriteHeight, frames); asSprite.IsAnimating = true; otherFacing = facingY; if (Game1.m_random.NextDouble() < 0.5) xVel = -1; else xVel = 1; mineRightFacingY = mineRightY; mineLeftFacingY = mineLeftY; mineTexture = mineTex; mineLayTarget = MathHelper.Clamp((float)(Game1.m_random.NextDouble() * MAXTIMETOMINE), MINTIMETOMINE, MAXTIMETOMINE); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); titleFont = Content.Load<SpriteFont>(@"Fonts\Title"); upgradeFont = Content.Load<SpriteFont>(@"Fonts\Upgrade"); scoreFont = Content.Load<SpriteFont>(@"Fonts\scoreFont"); t2dTitleScreen = Content.Load<Texture2D>(@"Textures\titleScreen"); t2dTitleScreenNoWords = Content.Load<Texture2D>(@"Textures\titlescreen_no_words"); t2dtransparentBlack = Content.Load<Texture2D>(@"Textures\transparentBlack"); t2dupgradeBox = Content.Load<Texture2D>(@"Textures\wordbubble"); t2dupgradeArrow = Content.Load<Texture2D>(@"Textures\arrow"); roar = Content.Load<SoundEffect>(@"Sounds\Predator Roar"); chomp = Content.Load<SoundEffect>(@"Sounds\aud_chomp"); explosion = Content.Load<SoundEffect>(@"Sounds\explosion"); gunShot = Content.Load<SoundEffect>(@"Sounds\soldierShot"); tankShot = Content.Load<SoundEffect>(@"Sounds\tankShot"); bgm = Content.Load<Song>(@"Sounds\bgm"); bgm2 = Content.Load<Song>(@"Sounds\bgm2"); bgm3 = Content.Load<Song>(@"Sounds\bgm3"); t2dWyrmHead = Content.Load<Texture2D>(@"Textures\wyrmHeadRed"); t2dWyrmSeg = Content.Load<Texture2D>(@"Textures\wyrmSegRed"); t2dWyrmTail = Content.Load<Texture2D>(@"Textures\wyrmTailRed"); healthBase = Content.Load<Texture2D>(@"Textures\hb_red"); health = Content.Load<Texture2D>(@"Textures\hb_green"); stamina = Content.Load<Texture2D>(@"Textures\hb_yellow"); regenBar = Content.Load<Texture2D>(@"Textures\hb_orange"); bulletTexture = Content.Load<Texture2D>(@"Textures\bullet"); cannonballTexture = Content.Load<Texture2D>(@"Textures\cannonball"); t2dbackground = Content.Load<Texture2D>(@"Textures\background"); t2dforeground = Content.Load<Texture2D>(@"Textures\foreground"); preyTextures = new List<Texture2D>(); preyTextures.Add(Content.Load<Texture2D>(@"Textures\giraffe")); preyTextures.Add(Content.Load<Texture2D>(@"Textures\elephant")); preyTextures.Add(Content.Load<Texture2D>(@"Textures\unarmed")); preyTextures.Add(Content.Load<Texture2D>(@"Textures\soldier")); preyTextures.Add(Content.Load<Texture2D>(@"Textures\mine_layer")); preyTextures.Add(Content.Load<Texture2D>(@"Textures\tank")); preyTextures.Add(Content.Load<Texture2D>(@"Textures\mine")); explosionTexture = Content.Load<Texture2D>(@"Textures\explosions"); //Initialize the sprites which appear in the title/instruction screens tempGiraffe = new AnimatedSprite(preyTextures[GIRAFFE], 0, 0, 102, 95, 4); tempGiraffe.IsAnimating = true; tempElephant = new AnimatedSprite(preyTextures[ELEPHANT], 0, 0, 93, 71, 6); tempElephant.IsAnimating = true; tempUnarmed = new AnimatedSprite(preyTextures[UNARMEDHUMAN], 0, 0, 21, 24, 4); tempUnarmed.IsAnimating = true; tempSoldier = new AnimatedSprite(preyTextures[SOLDIER], 0, 27, 20, 25, 6); tempSoldier.IsAnimating = true; tempEngineer = new AnimatedSprite(preyTextures[MINE_LAYER], 0, 25, 25, 23, 6); tempEngineer.IsAnimating = true; tempMine = new AnimatedSprite(preyTextures[MINE], 0, 0, 16, 9, 3); tempTank = new AnimatedSprite(preyTextures[TANK], 0, 50, 145, 50, 0); tempTank.IsAnimating = false; MediaPlayer.IsRepeating = true; MediaPlayer.Play(bgm); bgm1Playing = true; }