private void InitializeGameObjects() { #region initialize game music gameMusic = new GameMusic(musicGenerator); #endregion #region initialize Hero player = new Human(generateSprites.GetSpriteHuman(12), Vector2.Zero, fontGenerator.SpriteFonts, heroHearts, heroAttackDamage); #endregion #region initialize level1 level1 = new Level(Content, levelsWorld1, player, fontGenerator.SpriteFonts, new EnemyEffects(musicGenerator)); level1.CreateLevels(); #endregion #region initialize hero movements moveHero = new MoveCommandHero(player, level1, keyBoardReader, new HumanEffect(musicGenerator)); #endregion #region initialize camera animation _cameraAnimation = new CameraAnimatie((IInputSecredKeys)keyBoardReader); #endregion #region initialize menus startMenu = new StartMenu(fontGenerator.SpriteFonts, (IInputMenu)keyBoardReader, new Vector2(12, 2), startMenuItems); pauseMenu = new PauseMenu(fontGenerator.SpriteFonts, (IInputMenu)keyBoardReader, new Vector2(2, 2), pauseMenuItems); deadMenu = new EndingGameMenu(fontGenerator.SpriteFonts, (IInputMenu)keyBoardReader, new Vector2(2, 2), deadMenuItems); endMenu = new EndingGameMenu(fontGenerator.SpriteFonts, (IInputMenu)keyBoardReader, new Vector2((levelsWorld1[levelsWorld1.Count - 1].Warp1.X / 32) - 2, (levelsWorld1[levelsWorld1.Count - 1].Warp1.Y / 32) - 4), endMenuItems); #endregion #region initialize gameloop currGameState = GameLoop.Menu; #endregion }
// Use this for initialization void Awake() { playerRigidBody = GetComponent <Rigidbody2D> (); action = new AMovement(); bj = GetComponent <BetterJump> (); player = GetComponent <Player> (); CurrentSpeed = MoveSpeed; vel = knockBackVelocity; }
public void SetMovement(AMovement _movementType) { movementType = _movementType; }
protected void setBulletMovement(AMovement movement, List<GameObject> bulletList) { foreach (GameObject b in bulletList) b.GetComponent<ABullet>().SetMovement(movement); }