public void Load(string sceneName) { switch (sceneName) { case "Launcher": State = PhotonState.Disconnected; break; case "Room": State = PhotonState.Room; Game = new Game(this); break; case "Lobby": State = PhotonState.Lobby; break; case "Game": State = PhotonState.Game; break; } if (Setting) { Setting = false; return; } Loading = true; SceneManager.LoadScene(sceneName); }
private Vector2 toPlayer; //vector from Photon pos to player pos #endregion Fields #region Constructors /// <summary> /// Create a new instance of a Photon projectile /// </summary> /// <param name="id">Obj id</param> /// <param name="content">A ContentManager to load resources with</param> /// <param name="position">The position of the Photon projectile in the game world</param> public Photon(uint id, ContentManager content, Vector2 position) : base(id) { this.position = position; this.velocity = new Vector2(150); this.spriteSheet = content.Load<Texture2D>("Spritesheets/accessories"); spriteBounds = new Rectangle[10]; player = ScrollingShooterGame.Game.Player; photonStateTimer = 0; homing = true; spriteBounds[(int)PhotonState.One].X = 108; spriteBounds[(int)PhotonState.One].Y = 3; spriteBounds[(int)PhotonState.One].Width = 9; spriteBounds[(int)PhotonState.One].Height = 7; spriteBounds[(int)PhotonState.Two].X = 96; spriteBounds[(int)PhotonState.Two].Y = 2; spriteBounds[(int)PhotonState.Two].Width = 9; spriteBounds[(int)PhotonState.Two].Height = 9; spriteBounds[(int)PhotonState.Three].X = 83; spriteBounds[(int)PhotonState.Three].Y = 1; spriteBounds[(int)PhotonState.Three].Width = 11; spriteBounds[(int)PhotonState.Three].Height = 11; spriteBounds[(int)PhotonState.Four].X = 71; spriteBounds[(int)PhotonState.Four].Y = 1; spriteBounds[(int)PhotonState.Four].Width = 11; spriteBounds[(int)PhotonState.Four].Height = 11; spriteBounds[(int)PhotonState.Five].X = 59; spriteBounds[(int)PhotonState.Five].Y = 1; spriteBounds[(int)PhotonState.Five].Width = 11; spriteBounds[(int)PhotonState.Five].Height = 11; spriteBounds[(int)PhotonState.Six].X = 47; spriteBounds[(int)PhotonState.Six].Y = 1; spriteBounds[(int)PhotonState.Six].Width = 11; spriteBounds[(int)PhotonState.Six].Height = 11; spriteBounds[(int)PhotonState.Seven].X = 35; spriteBounds[(int)PhotonState.Seven].Y = 1; spriteBounds[(int)PhotonState.Seven].Width = 11; spriteBounds[(int)PhotonState.Seven].Height = 11; spriteBounds[(int)PhotonState.Eight].X = 23; spriteBounds[(int)PhotonState.Eight].Y = 1; spriteBounds[(int)PhotonState.Eight].Width = 11; spriteBounds[(int)PhotonState.Eight].Height = 11; spriteBounds[(int)PhotonState.Nine].X = 11; spriteBounds[(int)PhotonState.Nine].Y = 1; spriteBounds[(int)PhotonState.Nine].Width = 11; spriteBounds[(int)PhotonState.Nine].Height = 11; spriteBounds[(int)PhotonState.Ten].X = 0; spriteBounds[(int)PhotonState.Ten].Y = 0; spriteBounds[(int)PhotonState.Ten].Width = 10; spriteBounds[(int)PhotonState.Ten].Height = 13; photonState = PhotonState.One; }
/// <summary> /// Create a new instance of a Photon projectile /// </summary> /// <param name="id">Obj id</param> /// <param name="content">A ContentManager to load resources with</param> /// <param name="position">The position of the Photon projectile in the game world</param> public Photon(uint id, ContentManager content, Vector2 position) : base(id) { this.position = position; this.velocity = new Vector2(150); this.spriteSheet = content.Load <Texture2D>("Spritesheets/accessories"); spriteBounds = new Rectangle[10]; player = ScrollingShooterGame.Game.Player; photonStateTimer = 0; homing = true; spriteBounds[(int)PhotonState.One].X = 108; spriteBounds[(int)PhotonState.One].Y = 3; spriteBounds[(int)PhotonState.One].Width = 9; spriteBounds[(int)PhotonState.One].Height = 7; spriteBounds[(int)PhotonState.Two].X = 96; spriteBounds[(int)PhotonState.Two].Y = 2; spriteBounds[(int)PhotonState.Two].Width = 9; spriteBounds[(int)PhotonState.Two].Height = 9; spriteBounds[(int)PhotonState.Three].X = 83; spriteBounds[(int)PhotonState.Three].Y = 1; spriteBounds[(int)PhotonState.Three].Width = 11; spriteBounds[(int)PhotonState.Three].Height = 11; spriteBounds[(int)PhotonState.Four].X = 71; spriteBounds[(int)PhotonState.Four].Y = 1; spriteBounds[(int)PhotonState.Four].Width = 11; spriteBounds[(int)PhotonState.Four].Height = 11; spriteBounds[(int)PhotonState.Five].X = 59; spriteBounds[(int)PhotonState.Five].Y = 1; spriteBounds[(int)PhotonState.Five].Width = 11; spriteBounds[(int)PhotonState.Five].Height = 11; spriteBounds[(int)PhotonState.Six].X = 47; spriteBounds[(int)PhotonState.Six].Y = 1; spriteBounds[(int)PhotonState.Six].Width = 11; spriteBounds[(int)PhotonState.Six].Height = 11; spriteBounds[(int)PhotonState.Seven].X = 35; spriteBounds[(int)PhotonState.Seven].Y = 1; spriteBounds[(int)PhotonState.Seven].Width = 11; spriteBounds[(int)PhotonState.Seven].Height = 11; spriteBounds[(int)PhotonState.Eight].X = 23; spriteBounds[(int)PhotonState.Eight].Y = 1; spriteBounds[(int)PhotonState.Eight].Width = 11; spriteBounds[(int)PhotonState.Eight].Height = 11; spriteBounds[(int)PhotonState.Nine].X = 11; spriteBounds[(int)PhotonState.Nine].Y = 1; spriteBounds[(int)PhotonState.Nine].Width = 11; spriteBounds[(int)PhotonState.Nine].Height = 11; spriteBounds[(int)PhotonState.Ten].X = 0; spriteBounds[(int)PhotonState.Ten].Y = 0; spriteBounds[(int)PhotonState.Ten].Width = 10; spriteBounds[(int)PhotonState.Ten].Height = 13; photonState = PhotonState.One; }