bool mHeroBoundCollision; // If there is a image bound collision for the hero public GameState() { // Set up the flower ... mFlower = new TexturedPrimitive("Flower", new Vector2(50, 35), new Vector2(60, 60)); // Planes mPlane = new TexturedPrimitive[kNumPlanes]; mPlane[0] = new TexturedPrimitive("PatrolEnemy", new Vector2(10, 15), new Vector2(5, 10)); mPlane[1] = new TexturedPrimitive("PatrolEnemy", new Vector2(90, 15), new Vector2(5, 10)); mPlane[2] = new TexturedPrimitive("PatrolEnemy", new Vector2(90, 55), new Vector2(5, 10)); mPlane[3] = new TexturedPrimitive("PatrolEnemy", new Vector2(10, 55), new Vector2(5, 10)); mHeroTarget = new TexturedPrimitive("Target", new Vector2(0, 0), new Vector2(3, 3)); mCurrentPrim = mPlane[0]; mHeroBoundCollision = false; mHeroPixelCollision = false; mHero = new SpritePrimitive("SimpleSpriteSheet", new Vector2(20, 30), new Vector2(10, 10), 4, // Number of rows 2, // Number of columns 0); // Padding between images // Start Hero by walking left and AnotherHero by walking towards right mHero.SetSpriteAnimation(0, 0, 0, 3, 10); // Slowly }
public GameState() { // Set up the flower ... mFlower = new TexturedPrimitive("Flower", new Vector2(50, 35), new Vector2(350, 350)); // planes mPlane = new TexturedPrimitive[kNumPlanes]; mPlane[0] = new TexturedPrimitive("PatrolEnemy", new Vector2(20, -80), new Vector2(20, 40)); mPlane[1] = new TexturedPrimitive("PatrolEnemy", new Vector2(150, -100), new Vector2(20, 40)); mPlane[2] = new TexturedPrimitive("PatrolEnemy", new Vector2(150, 120), new Vector2(20, 40)); mPlane[3] = new TexturedPrimitive("PatrolEnemy", new Vector2(20, 170), new Vector2(20, 40)); mHeroBoundCollision = false; mHeroPixelCollision = false; mHero = new SpritePrimitive("SimpleSpriteSheet", new Vector2(10, 0), new Vector2(10, 10), 4, // number of rows 2, // number of columns 0); // padding between images // Start Hero by walking left and AnotherHero by walking towards right mHero.SetSpriteAnimation(0, 0, 0, 3, 10); // slowly mParticleSystem = new ParticleSystem(); }
public GameState() { // Set up the flower ... mFlower = new TexturedPrimitive("ColisoesT", new Vector2(50, 35), new Vector2(450, 450)); chao = new TexturedPrimitive("ChaoT", new Vector2(50, 35), new Vector2(450, 450)); Redes = new TexturedPrimitive("RedesT", new Vector2(50, 35), new Vector2(450, 450)); EntradaEdificio = new TexturedPrimitive("Saidadefora", new Vector2(50, 35), new Vector2(450, 450)); mBullet = new TexturedPrimitive("Bullet", new Vector2(50, 35), new Vector2(3, 3)); // Planes mPlane = new TexturedPrimitive[kNumPlanes]; mPlane[0] = new TexturedPrimitive("PatrolEnemy", new Vector2(100, -80), new Vector2(20, 40)); mPlane[1] = new TexturedPrimitive("PatrolEnemy", new Vector2(150, -100), new Vector2(20, 40)); mPlane[2] = new TexturedPrimitive("PatrolEnemy", new Vector2(150, 120), new Vector2(20, 40)); mPlane[3] = new TexturedPrimitive("PatrolEnemy", new Vector2(20, 170), new Vector2(20, 40)); mHeroTarget = new TexturedPrimitive("Target", new Vector2(0, 0), new Vector2(3, 3)); mHeroBoundCollision = false; mHeroPixelCollision = false; mBulletCollision = false; mHero = new SpritePrimitive("SimpleSpriteSheet", new Vector2(10, 0), new Vector2(5, 5), 4, // Number of rows 2, // Number of columns 0); // Padding between images // Start Hero by walking left and AnotherHero by walking towards right mHero.SetSpriteAnimation(0, 0, 0, 3, 10); // Slowly }
bool mHeroBoundCollision; // If there is a image bound collision for the public GameState() { // Set up the flower ... mFlower = new TexturedPrimitive("Flower", new Vector2(50, 35), new Vector2(350, 350)); // Planes mPlane = new TexturedPrimitive[kNumPlanes]; mPlane[0] = new TexturedPrimitive("PatrolEnemy", new Vector2(20, -80), new Vector2(10, 20)); mPlane[1] = new TexturedPrimitive("PatrolEnemy", new Vector2(150, -100), new Vector2(10, 20)); mPlane[2] = new TexturedPrimitive("PatrolEnemy", new Vector2(150, 120), new Vector2(10, 20)); mPlane[3] = new TexturedPrimitive("PatrolEnemy", new Vector2(20, 170), new Vector2(10, 20)); mHeroBoundCollision = false; mHeroPixelCollision = false; mHero = new SpritePrimitive("SimpleSpriteSheet", new Vector2(10, 0), new Vector2(10, 10), 4, // Number of rows 2, // Number of columns 0); // Padding between images // Start Hero by walking left and AnotherHero by walking towards right mHero.SetSpriteAnimation(0, 0, 0, 3, 10); // Slowly // Begin background audio AudioSupport.PlayBackgroundAudio("Mind_Meld", 0.4f); }
private void UserControlUpdate() { #region Selecting Hero if (InputWrapper.Buttons.A == ButtonState.Pressed) { mCurrent = mHero; } if (InputWrapper.Buttons.B == ButtonState.Pressed) { mCurrent = mAnotherHero; } mCurrent.Position += InputWrapper.ThumbSticks.Right; #endregion #region Specifying rotation if (InputWrapper.Buttons.X == ButtonState.Pressed) { mCurrent.RotateAngleInRadian += MathHelper.ToRadians(1); } if (InputWrapper.Buttons.Y == ButtonState.Pressed) { mCurrent.RotateAngleInRadian += MathHelper.ToRadians(-1); } #endregion #region Sprite Sheet Update if (InputWrapper.ThumbSticks.Left.X == 0) { mCurrent.SpriteEndColumn = 0; // Stops the animation } else { float useX = InputWrapper.ThumbSticks.Left.X; mCurrent.SpriteEndColumn = 3; if (useX < 0) { mCurrent.SpriteBeginRow = 1; mCurrent.SpriteEndRow = 1; useX *= -1f; } else { mCurrent.SpriteBeginRow = 0; mCurrent.SpriteEndRow = 0; } mCurrent.SpriteAnimationTicks = (int)((1f - useX) * kSpriteSpeedFactor); } #endregion }
public GameState() { mHero = new SpritePrimitive("SimpleSpriteSheet", new Vector2(20, 30), new Vector2(10, 10), 4, // number of rows 2, // number of columns 0); // padding between images mAnotherHero = new SpritePrimitive("SimpleSpriteSheet", new Vector2(80, 30), new Vector2(10, 10), 4, // number of rows 2, // number of columns 0); // padding between images // Start Hero by walking left and AnotherHero by walking towards right mHero.SetSpriteAnimation(0, 0, 0, 3, 10); // slowly mAnotherHero.SetSpriteAnimation(1, 0, 1, 3, 5); // twice as fast mCurrent = mAnotherHero; }