Esempio n. 1
0
        //Vector2 newPosition;
        //float newDistance;


        public Gameplay(Texture2D idleSpriteSheet, Texture2D walkSpriteSheet, Texture2D tauntSpriteSheet, Texture2D jumpSpriteSheet, Texture2D backgroundtexture, Map map, Texture2D healthtexture, Texture2D enemyIdleSpritesheet, Texture2D enemyWalkSpritesheet)
        {
            //Charactertexture = charactertexture;
            charakter      = new Charakter(idleSpriteSheet, walkSpriteSheet, tauntSpriteSheet, jumpSpriteSheet);
            gamebackground = new GameBackground(backgroundtexture);
            this.map       = map;
            healthbar      = new Healthbar(healthtexture);
            enemy1         = new Enemy1(enemyIdleSpritesheet, enemyWalkSpritesheet /* newPosition, newDistance*//*new Vector2(80,440)*/);
            enemy2         = new Enemy2(enemyIdleSpritesheet, enemyWalkSpritesheet);
            //camera = new Camera(GraphicsDevice.Viewport);
        }
Esempio n. 2
0
        public void Update(GameTime gameTime, Charakter charakter)
        {
            Console.WriteLine(state);

            velocity.Y += 0.15f;
            distance    = charakter.Position.X - this.position.X;

            EnemyisWalkingRight = false;
            EnemyisWalkingLeft  = false;


            position += velocity;
            rectangle = new Rectangle((int)position.X, (int)position.Y, 45, 54);


            switch (state)
            {
            case EnemyState.idle:
                //velocity.X = 0;
                UpdateIdle();

                if (Math.Abs(distance) < 150)
                {
                    state = EnemyState.hunting;
                }
                break;

            case EnemyState.patrolling:
                break;

            case EnemyState.hunting:
                UpdateHunting();

                if (Math.Abs(distance) > 150)
                {
                    state = EnemyState.idle;
                }
                break;
            }


            Enemyidle.Update(gameTime);
            Enemywalk.Update(gameTime);
        }