public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (IsActive) { WorldSprite.Draw(gameTime, spriteBatch); } }
public WorldSprite SpriteAnimation() { WorldSprite s = new WorldSprite(_texture, InitalFrame, _cam); s.ClearFrames(); s.AddFrames(AllTiles()); return(s); }
public WorldParticle( WorldSprite s, Camera cam, Vector2 accelleration, float maxSpeed, int duration, Color initialColor, Color finalColor) : base(cam, s) { _accelleration = accelleration; _maxSpeed = maxSpeed; _initialDuration = duration; _remainingDuration = duration; _initialColor = initialColor; _finalColor = finalColor; }
public override void LoadContent(TextureManager textureManager) { Texture2D spriteSheet = textureManager.OptionalLoadContent <Texture2D>(@"Textures\SpriteSheet"); _tileMap.Intialise(spriteSheet); //_player = new Player( // spriteSheet, // new Rectangle(0, 64, 32, 32), 6, // new Rectangle(0, 96, 32, 32), 1, // new Vector2(300, 300), // _cam //); Rectangle playerBaseInitialRectangle = new Rectangle(0, 64, 32, 32); Rectangle playerTurretInitialRectangle = new Rectangle(0, 96, 32, 32); Vector2 playerLocation = new Vector2(300, 300); WorldSprite playerBase = new WorldSprite(spriteSheet, playerBaseInitialRectangle, _cam); WorldSprite playerTurret = new WorldSprite(spriteSheet, playerTurretInitialRectangle, _cam); playerBase.AddAnimation(6); _player = new Player(playerBase, playerTurret, _cam) { WorldLocation = playerLocation }; Rectangle particleRect = new Rectangle(0, 288, 2, 2); Rectangle explosionParticleRect = new Rectangle(0, 256, 32, 32); WorldTileSheet explosionTileSheet = new WorldTileSheet(spriteSheet, particleRect, _cam); WorldTileSheet particleTileSheet = new WorldTileSheet(spriteSheet, explosionParticleRect, _cam, 3); _effectsManager = new EffectsManager(explosionTileSheet, particleTileSheet); // Shots Rectangle shotRect = new Rectangle(0, 128, 32, 32); WorldTileSheet shotTileSheet = new WorldTileSheet(spriteSheet, shotRect, _cam, 2); ShotFactory shotFactory = new ShotFactory(shotTileSheet, _cam); _shotManager = new ShotManager(shotFactory); //_shotManager.OnShotDestroyed += OnShotDestroyed; _shotManager.OnShotCollision += OnShotCollision; _player.ShotFired += PlayerShotFired; }
public override void Update(GameTime gameTime) { // has to come before component update because components will // reference Location derived variabled (e.g. center) in their update routine LastKnownWorldLocation = WorldLocation; WorldLocation += (Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds); foreach (var c in Components) { c.Update(gameTime); } foreach (var c in ChildEntities) { c.Update(gameTime); } if (WorldSprite != null) { WorldSprite.Update(gameTime); } }
public WorldEntity(Camera cam, WorldSprite sprite) : base(sprite) { this.Cam = cam; this.WorldSprite = sprite; }