/// <summary> /// Creates the basic movement. /// </summary> /// <param name="xMax">The maximum speed allowed in the x axis.</param> /// <param name="yMax">The maximum speed allowed in the y axis.</param> /// <param name="accel">The acceleration.</param> public BasicMovement(float xMax, float yMax, float accel) : base() { Speed = new Speed(xMax, yMax); TargetSpeed = new Speed(xMax, yMax); Accel = accel; }
public Ghost(float x, float y, bool impostor) { X = x; Y = y; Impostor = impostor; mySprite = new Spritemap<string>(Assets.GFX_GHOST_SHEET, 22, 20); mySprite.Add("idle", new int[] { 0, 1, 2, 3 }, new float[] { 8f }); mySprite.Add("distort", new int[] { 8, 9, 10 }, new float[] { 1f }); mySprite.Play("idle"); mySprite.CenterOrigin(); mySpeed = new Speed(2); Image ghostShadow = new Image(Assets.GFX_SHADOW); ghostShadow.CenterOrigin(); ghostShadow.Alpha = 0.5f; AddGraphic(ghostShadow); AddGraphic(mySprite); AddCollider(new BoxCollider(22, 20, 0)); Collider.CenterOrigin(); Layer = 5; if(!impostor) { myController = Global.theController; } }
public CannonShot(Ship parentShip, float Ang, int Level, Speed AddSpeed) { AdditionalSpeed = AddSpeed; LaserLevel = Level; Graphic = new Image(Assets.GFX_FX_LASER); Graphic.CenterOrigin(); Graphic.Angle = 360 - Ang; myParent = parentShip; X = myParent.X; Y = myParent.Y; }
public Item(float x, float y, int type) { X = x; Y = y; itemType = type; switch(type) { case 1: mySprite = new Image(Assets.GFX_BOOTS); break; case 2: mySprite = new Image(Assets.GFX_CIRCUIT); break; case 3: mySprite = new Image(Assets.GFX_TILE); break; case 4: mySprite = new Image(Assets.GFX_WRENCH); break; case 5: mySprite = new Image(Assets.GFX_BATTERY); break; case 6: mySprite = new Image(Assets.GFX_DONUT); break; case 7: mySprite = new Image(Assets.GFX_CRISPS); break; case 8: mySprite = new Image(Assets.GFX_EXTINGUISHER); break; case 9: mySprite = new Image(Assets.GFX_O2TANK); break; default: return; } AddGraphic(mySprite); Graphic.CenterOrigin(); mySpeed = new Speed(4); AddCollider(new CircleCollider(8, 1)); Collider.CenterOrigin(); Layer = 30; }
public Player(float x, float y) { X = x; Y = y; // load player sheet mySprite = new Spritemap<string>(Assets.GFX_PLAYER, 32, 32); mySprite.Add("idle", new int[] { 0 }, new float[] { 60.0f }); mySprite.Add("run", new int[] { 0, 1, 2, 3, 4, 5 }, new float[] { 6f, 6f, 6f, 6f, 6f, 6f }); mySprite.Add("dead", new int[] { 6 }, new float[] { 6f }); mySprite.Play("run"); mySprite.CenterOrigin(); AddGraphic(mySprite); mySpeed = new Speed(5); // Load inventory images hand = new Image(Assets.GFX_HAND); boots = new Image(Assets.GFX_BOOTS); circuit = new Image(Assets.GFX_CIRCUIT); wrench = new Image(Assets.GFX_WRENCH); crisps = new Image(Assets.GFX_CRISPS); donut = new Image(Assets.GFX_DONUT); o2tank = new Image(Assets.GFX_O2TANK); fireextinguisher = new Image(Assets.GFX_EXTINGUISHER); battery = new Image(Assets.GFX_BATTERY); tiles = new Image(Assets.GFX_TILE); StartInspect = Global.theGame.Timer; AddCollider(new CircleCollider(8, 2)); Collider.CenterOrigin(); crossHair = new Entity(X, Y, new Image(Assets.XHAIR)); crossHair.Graphic.CenterOrigin(); crossHair.AddCollider(new CircleCollider(8, 4)); crossHair.Collider.CenterOrigin(); // Default vars NoShoes = false; HP = 100; O2Level = 100; Hunger = 0; InsideShip = true; }
/// <summary> /// Create a new PlatformingMovement. /// </summary> /// <param name="xSpeedMax">The maximum X input speed.</param> /// <param name="ySpeedMax">The maximum Y speed from jumping and gravity.</param> /// <param name="gravity">The acceleration caused by gravity.</param> public PlatformingMovement(float xSpeedMax, float ySpeedMax, float gravity) { Speed = new Speed(xSpeedMax, ySpeedMax); ExtraSpeed = new Speed(xSpeedMax, ySpeedMax); Speeds.Add(Speed); Speeds.Add(ExtraSpeed); TargetSpeed = new Speed(xSpeedMax, ySpeedMax); Gravity = gravity; JustJumped = false; Acceleration.Add(AccelType.Ground, DefaultAccleration); Acceleration.Add(AccelType.Air, DefaultAccleration / 4); }
/// <summary> /// Create a new PlatformingMovement. /// </summary> /// <param name="xSpeedMax">The maximum X input speed.</param> /// <param name="ySpeedMax">The maximum Y speed from jumping and gravity.</param> /// <param name="gravity">The acceleration caused by gravity.</param> public PlatformingMovement(float xSpeedMax, float ySpeedMax, float gravity) { Speed = new Speed(xSpeedMax, ySpeedMax); ExtraSpeed = new Speed(xSpeedMax, ySpeedMax); Speeds.Add(Speed); Speeds.Add(ExtraSpeed); TargetSpeed = new Speed(int.MaxValue, int.MaxValue); Gravity = gravity; JustJumped = false; CollisionsJumpThrough = new List<int>(); Acceleration.Add(AccelType.Ground, DefaultAccleration); Acceleration.Add(AccelType.Air, DefaultAccleration / 4); }