private Vector2 position; // Holds actor's position public CrouchAction(AActor actor) { _actor = actor; _actionStateMachine = actor.actionStateMachine; }
// Set which stage should be played public void Entered(params object[] args) { pixel = new Texture2D(graphics, 1, 1); Color[] colourData = new Color[1]; colourData[0] = Color.Red; //The Colour of the rectangle pixel.SetData <Color>(colourData); if (args.Length > 0) { //_currentStage = _stages[args[0].ToString()]; player = (Player)args[1]; _currentStage = new Stage(); _currentStage.loadContent((int)args[0]); } else { player = new Player(); _currentStage = new Stage(); _currentStage.loadContent(1); } loadCameraSettings(); Floor = new GameObject(content.Load <Texture2D>("Images/stages/floor"), new Vector2(0, 270)); timeTextFont = content.Load <SpriteFont>("Font/StageName"); fader = content.Load <Texture2D>("healthbar"); enemy = new Enemy(); enemy.health = 100; player.attack = 49; player.health = 100; // enemy = new GameObject(content.Load<Texture2D>("Images/stages/floor"), new Vector2(0, 260)); //player.position = new Vector2(screenSize.X / 20, screenSize.Y / 1.4f); // Set player starting position player.Position = new Vector2(255, 260); // Set player starting position enemy.Position = new Vector2(125, Floor.Position.Y); // Set player starting position // cameraLocation = new Point(player.Position.ToPoint().X, player.Position.ToPoint().Y); spriteAnimations.Add("player", new Dictionary <string, SpriteAnimation>()); spriteAnimations["player"].Add("stand", new SpriteAnimation(content.Load <Texture2D>("Images/characters/player/stand"), 3, 10)); spriteAnimations["player"].Add("move", new SpriteAnimation(content.Load <Texture2D>("Images/characters/player/move"), 5, 20)); spriteAnimations["player"].Add("jump", new SpriteAnimation(content.Load <Texture2D>("Images/characters/player/jump"), 2, 3)); spriteAnimations["player"].Add("attack", new SpriteAnimation(content.Load <Texture2D>("Images/characters/player/attack"), 1, 15)); spriteAnimations["player"].Add("crouch", new SpriteAnimation(content.Load <Texture2D>("Images/characters/player/crouch"), 1, 20)); spriteAnimations["player"].Add("hurt", new SpriteAnimation(content.Load <Texture2D>("Images/characters/player/hurt"), 1, 10)); spriteAnimations["player"].Add("moveLeft", new SpriteAnimation(content.Load <Texture2D>("Images/characters/player/move"), 1, 20)); spriteAnimations["player"].Add("moveRight", new SpriteAnimation(content.Load <Texture2D>("Images/characters/player/move"), 1, 20)); spriteAnimations["player"]["stand"].setSpriteSequence(new List <int>() { 0, 1, 2, 1 }); spriteAnimations["player"]["move"].setSpriteSequence(new List <int>() { 2, 1, 0, 1, 2, 3, 4, 3 }); spriteAnimations["player"]["jump"].setSpriteSequence(new List <int>() { 0, 1 }); spriteAnimations["player"]["attack"].setSpriteSequence(new List <int>() { 0 }); spriteAnimations["player"]["crouch"].setSpriteSequence(new List <int>() { 0 }); spriteAnimations["player"]["hurt"].setSpriteSequence(new List <int>() { 0 }); spriteAnimations["player"]["moveLeft"].setSpriteSequence(new List <int>() { 2, 1, 0, 1, 2, 3, 4, 3 }); spriteAnimations["player"]["moveRight"].setSpriteSequence(new List <int>() { 2, 1, 0, 1, 2, 3, 4, 3 }); player.spriteAnimations = spriteAnimations["player"]; player.actionStateMachine.Change("stand"); // TEMP - debugging purpose player.load(); enemy.load(); data = new Color[100 * 10]; //progressBar(); }
public JumpAction(AActor actor) { _actor = actor; _actionStateMachine = _actor.actionStateMachine; }