internal GroundEffect(Vector2f mid, double gameTime,float lengthSec, Texture texture) { mPos = mid; this.texture = texture; sprite = new Sprite(texture); circleSize = (int)texture.Size.X/2; disappear = new Cooldown(lengthSec); disappear.use(gameTime); }
internal GroundEffect(Vector2f mid, int effectID, Func<Moveable, bool> doA, double gameTime) { mPos = mid; doAbility = doA; switch (effectID) {//TODO redo with enums? case 1: texture = groundFireTexture; circleSize = 25; disappear = new Cooldown(3); disappear.use(gameTime); break; } }