public GameObject(World world, Vector2 position, Vector2 initialVelocity, Vector2 size, Texture2D texture, bool shouldCollide, bool gravitable, int health) : this(world, position, initialVelocity, size, new List<AnimationSet> { new AnimationSet("_", texture, 1, texture.Width, 1, false, 0) }, "_", shouldCollide, gravitable, health) { }
public GameObject(World world, Vector2 position, Vector2 initialVelocity, Vector2 size, List<AnimationSet> animations, String initialAnimation, bool shouldCollide, bool gravitable, int health) { this.World = world; this.Position = position; this.Velocity = initialVelocity; this.Size = size; this.Animations = animations; this.CurAnimation = FindAnimationByName(initialAnimation); this.ShouldCollide = shouldCollide; this.Health = health; this.Color = Color.White; this.gravitable = gravitable; }
public Player(World world, Vector2 position) : base(world, position, Vector2.Zero, new Vector2(SIZE_X, SIZE_Y), ResourceManager.GetTexture("Pixel"), true, true, HEALTH) { }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ScreenResolution = new Vector2(graphics.PreferredBackBufferHeight, graphics.PreferredBackBufferWidth); ResourceManager.LoadContent(Content); world = new World((int)ScreenResolution.X, (int)ScreenResolution.Y); }
public Alien(World world, Vector2 position, Vector2 initialSpeed) : base(world, position, initialSpeed, new Vector2(SIZE_X, SIZE_Y), ResourceManager.GetTexture("Pixel"), true, true, BASE_HEALTH) { }
public Projectile(World world, Vector2 position, Vector2 direction, Vector2 speed) : base(world, position, speed, new Vector2(SIZE_X, SIZE_Y), ResourceManager.GetTexture("Pixel"), true, false, 1) { }