public Object(Objectdatabase objektdatenbank, Animationsmanager animationsmanager, ObjectClass typ, int variante , Vector2 position, float skalierung, int layer, Objektebene objektebene, bool statisch) { this.Statisch = statisch; this.MaxSpeed = new Vector2(6, 12); this.Typ = typ; this.PositionCurrent = position; this.Skalierung = skalierung; this.Layer = layer; this.Variante = variante; this.Objektvariante = objektdatenbank.Auslesen(Typ, Variante); if (this.Objektvariante == null) return; this.Objektebene = objektebene; this.BearbeitungsID = (int)PositionCurrent.Y + (int)Objektvariante.Bearbeitungsverschiebung.Y + (Layer * 1000); if (Objektvariante.Animiert == true) { Animation = new Animation(Objektvariante.Textur, Objektvariante.Wiederholen, Objektvariante.Spalten, Objektvariante.Texturausschnitt, skalierung, Objektvariante.Geschwindigkeit); animationsmanager.AddAnimation(Animation); } }
//Konstruktor Editor //public Enemy Gegner; public Eventaction(Mathe mathe, Player player, Levelmanager levelmanager, Enemymanager enemymanager, DepressionHandler depressionhandler, Eventmanager eventmanager, Objectmanager objectmanager, Objectdatabase objectdatabase,BackgroundMusic musik) { this.Mathe = mathe; this.Player = player; this.Levelmanager = levelmanager; this.Name = levelmanager.Levels[0].Name; this.Enemymanager = enemymanager; this.DepressionHandler = depressionhandler; this.Eventmanager = eventmanager; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Objecttyp = Objectdatabase.Auslesen(ObjectClass.Stadtdekoration); this.bgMusik = musik; }