public Collectable(Game game, Location location, Double lifeTime, CollectableEntityType collectableEntityType)
            : base(game)
        {
            this.collectableEntityType = collectableEntityType;
            this.Location = location;
            this.IsCollected = false;
            this.LifeTime = lifeTime;

            Console.WriteLine("Collectable Spawned: " + lifeTime.ToString("F2"));
        }
 public ZombieSprite(Game game, Location location, Int32 cellIndex, Single hitPoints, Boolean alive, Single random)
     : base(game, location)
 {
     this.currentCellIndex = cellIndex;
         this.hitPoints = hitPoints;
         this.Alive = alive;
         //this.zombieDeathSoundEffectInstance = zombieDeathSoundEffect.CreateInstance();
         this.zombieStationaryTime = 0.0;
         this.zombieAttackTime = 0.0;
         this.random = random;
 }
 public ZombieSprite(Game game, Location location, Int32 cellIndex, Single random)
     : this(game, location, 0, 100.0f, true, random)
 {
 }
 public ZombieSprite(Game game, Location location, Single random)
     : this(game, location, 0, random)
 {
 }
Esempio n. 5
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 public Sprite(Game game, Location location)
     : base(game)
 {
     this.location = location;
 }
 public void DrawCellAtIndex(Camera camera, Location location, int cellIndex)
 {
     DrawCellAtIndex(camera, location, cellIndex, SpriteEffects.None);
 }
 public void DrawCellAtIndex(Camera camera, Location location, int cellIndex, SpriteEffects spriteEffects)
 {
     camera.SpriteBatch.Draw(this.Texture, location.Position, this.CellSourceRectangles[cellIndex], Color.White, location.Rotation, this.CellOffsets[cellIndex], location.Scale, spriteEffects, 1.0f);
 }
 public SurvivorSprite(Game game, Location location)
     : this(game, location, MAXIMUM_HEALTH_VALUE, true, MAXIMUM_STAMINA_VALUE, new bool[5] { true, false, false, false, false }, new Ammunition(), 0)
 {
 }
 public SurvivorSprite(Game game, Location location, Single currentHealth, Boolean alive, Single currentStamina, bool[] weaponsEnabled, Ammunition ammo, Int32 currentWeaponIndex)
     : base(game, location)
 {
     this.currentWeaponSpecifierIndex = currentWeaponIndex;
         this.weaponsEnabled = weaponsEnabled;
         this.Alive = alive;
         this.CurrentHealth = currentHealth;
         this.CurrentStamina = currentStamina;
         this.Ammunition = ammo;
         CurrentWeapon.Deploy();
 }