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; }
//Constructor public Player(int ID, List<Texture2D> wyrmTextures, SpriteFont font, Texture2D healthBase, Texture2D health, Texture2D stam, Texture2D regBar) { i_playerID = ID; //Create a Wyrm theWyrm = new Wyrm(100, 400, wyrmTextures, Game1.WYRMSEGS); scoreFont = font; hb_base = healthBase; healthBar = health; staminaBar = stam; stamina = staminaMax; regenBar = regBar; }
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; }
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 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; }
protected int yPos; //The y position of the prey, measured in the center #endregion Fields #region Constructors public Prey(int initialX, int initialY, Texture2D texture, int frames, int spriteHeight, int spriteWidth, int preyHeight, float boundingRadius, Wyrm predator, int meat, int facingY) { xPos = initialX; yPos = initialY; preyTexture = texture; animationFrames = frames; spriteheight = spriteHeight; spritewidth = spriteWidth; preyheight = preyHeight; boundingradius = boundingRadius; theWyrm = predator; meatReward = meat; basepoint = new Vector2(initialX, initialY + spriteheight / 2); footpoint = new Vector2(initialX, initialY + preyheight / 2); }
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); }