public GameObject(Vector2 pos, AnimatedSpriteSheet animSS) : this() { this.position = pos; this.aSS = animSS; scaler = 1.0f; }
public void Initialize(Vector2 pos, float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight, AnimatedSpriteSheet animSS, AnimationTexture animTex, TimeSpan timeToLive, float scaler, Character owner) { this.position = pos; this.mass = mass; this.velocity = velocity; if (animSS != null) { Vector2 temp = animSS.getBoundingBox(); this.boundingBox.X = (int)pos.X; this.boundingBox.Y = (int)pos.Y; this.boundingBox.Width = (int)(temp.X * scaler); this.boundingBox.Height = (int)(temp.Y * scaler); this.aSS = animSS; } else if (animTex != null) { Vector2 temp = animTex.getBoundingBox(); this.boundingBox.X = (int)pos.X; this.boundingBox.Y = (int)pos.Y; this.boundingBox.Width = (int)(temp.X * scaler); this.boundingBox.Height = (int)(temp.Y * scaler); this.aT = animTex; } this.isActive = true; this.ttl = timeToLive; this.scaler = scaler; this.owner = owner; this.currentRotation = MathHelper.ToRadians(random.Next(75)); this.rotVal += MathHelper.ToRadians(random.Next(7) + 1); }
public Projectile(Vector2 pos, float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight, AnimatedSpriteSheet animSS, TimeSpan timeToLive, float scaler) : base(pos, mass, velocity, boundingBoxWidth, boundingBoxHeight, animSS) { this.ttl = timeToLive; this.owner = null; }
public GameObject(Vector2 pos, AnimatedSpriteSheet animSS, float scaler) : this(pos, animSS) { this.scaler = scaler; }
public InteractiveObject(Vector2 pos, float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight, AnimatedSpriteSheet animSS, float scaler) : this(pos, mass, velocity, boundingBoxWidth, boundingBoxHeight, animSS) { this.scaler = scaler; }
/* Don't think we need this, but i dunno so commented out * * public InteractiveObject(float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight) * { * this.position = new Vector2(0, 0); * this.textureName = "NULL"; * this.mass = mass; * this.velocity = velocity; * this.boundingBox.X = 0; * this.boundingBox.Y = 0; * this.boundingBox.Width = boundingBoxWidth; * this.boundingBox.Height = boundingBoxHeight; * this.friction = 0.0f; * this.fromSpriteSheet = false; * * }*/ /// <summary> /// Good STUFF! /// Constructor for proper interactive objects frmo spritesheets. /// </summary> public InteractiveObject(Vector2 pos, float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight, AnimatedSpriteSheet animSS) : base(pos, animSS) { construct(mass, velocity, boundingBoxWidth, boundingBoxHeight); }