public override void Initialize() { //Animation and images texture = ImageManager.HermesIdleSpriteSheet; _hermesMovingTexture = ImageManager.HermesMovingSpriteheet; deadTexture = ImageManager.BloodTexture; animates = true; spriteSheetCols = 8; spriteSheetRows = 1; int movingFrameWidth = _hermesMovingTexture.Width / MovingSheetCols; int movingFrameHeight = _hermesMovingTexture.Height; for (int i = 0; i < MovingSheetCols; i++) { _movingFrames[i] = new Rectangle(i * movingFrameWidth, 0, movingFrameWidth, movingFrameHeight); } //PrimaryWeapon range = 450.0f; visibleRange = 500.0f; PrimaryWeapon = new Laser(gamePlayScreen, this){LaserColour = Color.DarkViolet, LaserThickness = 4}; //PrimaryWeapon = new Gun(gamePlayScreen, this); isArmed = true; //Movement and status IsInBuildMode = true; isInMotion = false; destination = Center; MaxSpeed = 40f; Speed = MaxSpeed; //Hit points maxHP = 2000; startingHP = maxHP; currentHP = maxHP; //Initialize the draw area as a proportion of the screen size width = (int)(gamePlayScreen.VP.Width*0.1f); height = (int) (gamePlayScreen.VP.Height*0.15f); base.Initialize(); }
public override void Initialize() { //Animation and images texture = ImageManager.SpawnerTexture; deadTexture = ImageManager.CorpseTexture; //PrimaryWeapon PrimaryWeapon = new Laser(gamePlayScreen, this){LaserColour = Color.SpringGreen, LaserThickness = 6}; range = 350.0f; visibleRange = 400.0f; isArmed = true; //Movement and status destination = Center; isCurrentlyMoveable = false; isInMotion = false; MaxSpeed = 0f; Speed = MaxSpeed; _lastSpawnCounter = 0f; _minSpawnTime = 30.0f; _waitTime = 30; _waveCount = 0; _maxWave = 2; //Hit points maxHP = 1500; startingHP = maxHP; currentHP = maxHP; killScore = 100; //Initialize the draw area as a proportion of the screen size width = (int)(gamePlayScreen.VP.Width * 0.3f); height = (int)(gamePlayScreen.VP.Height * 0.35f); base.Initialize(); }