Esempio n. 1
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 //----------------------------------------------------------------
 // Constructor
 //----------------------------------------------------------------
 //
 internal Ninja()
     : this(name: "Ninja")
 {
     m_speed_trail = new PhotonTrailQueue( GameScreen.GAME_CONTENT.Load<Texture2D>( TNames.trail ), Vector2.Zero );
     m_sonicboom = new SonicBoom( GameScreen.GAME_CONTENT.Load<Texture2D>( TNames.sonic_boom ) );
 }
Esempio n. 2
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        public Ninja( float throw_power = NINJA_THROW_POWER, float move_force = NINJA_FORCE,
            float maxspeed = NINJA_MAXSPEED, int capacity = NINJA_MAXTHROWABLE_CAPACITY,
            String name = "Ninja", String texture_name = TNames.ninja_animate, float boost = 50 )
        {
            m_throw_power = throw_power;
            m_movement_accel = move_force;
            m_maxspeed = maxspeed;
            m_max_throwable_capacity = capacity;
            throwable_objects = m_throwing_items;
            m_boost_amt = boost;
            m_cruise_cooldown = 255;

            m_has_item = m_throwing_items.Count > 0;
            m_facing_angle = (float)Math.PI / 2;
            m_picking_up = true;

            m_speed_trail = new PhotonTrailQueue( GameScreen.GAME_CONTENT.Load<Texture2D>( TNames.trail ), Vector2.Zero );
            m_sonicboom = new SonicBoom( GameScreen.GAME_CONTENT.Load<Texture2D>( TNames.sonic_boom ) );
        }
Esempio n. 3
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        // The Ninja Constructor
        // <param name="world"> The World this object would be contained
        // inside </param>
        // <param name="texture"> The image that governs the shape of this
        // object</param>
        // <param name="velocity"> The initial velocity from throwing</param>
        // <param name="density"> The object's mass per unit area </param>
        // <param name="friction"> Usually set to 0 for throwable objects,
        // but sliding factor </param>
        // <param name="restitution"> Bounciness </param>
        public Ninja( GameWorld world, Texture2D texture, Vector2 position,
            float radius, float throw_power = NINJA_THROW_POWER, float move_force = NINJA_FORCE,
            float maxspeed = NINJA_MAXSPEED, int capacity = NINJA_MAXTHROWABLE_CAPACITY,
            String name = "Ninja", String texture_name = TNames.ninja_animate, float boost = 50 )
            : base(world, texture, NINJA_DENSITY, NINJA_FRICTION,
                    NINJA_RESTITUTION, name: name, texture_name: texture_name)
        {
            m_throw_power = throw_power;
            m_movement_accel = move_force;
            m_maxspeed = maxspeed;
            m_max_throwable_capacity = capacity;
            throwable_objects = m_throwing_items;
            m_boost_amt = boost;

            m_buffered_position = position;
            m_radius = radius * NINJA_SIZE_SCALE;
            m_has_item = m_throwing_items.Count > 0;
            m_facing_angle = (float)Math.PI / 2;
            m_picking_up = true;
            m_cruise_cooldown = 255;

            m_speed_trail = new PhotonTrailQueue( GameScreen.GAME_CONTENT.Load<Texture2D>( TNames.trail ), position );
            m_sonicboom = new SonicBoom( GameScreen.GAME_CONTENT.Load<Texture2D>( TNames.sonic_boom ) );
        }