public Block(string name, TextureData textureData, SpritePresentationInfo spritePresentationInfo, SpritePositionInfo spritePositionInfo) : base(name, textureData, spritePresentationInfo, spritePositionInfo) { this.health = 5; }
public Cloud(float speed, string name, TextureData textureData, SpritePresentationInfo spritePresentationInfo, SpritePositionInfo spritePositionInfo) : base(name, textureData, spritePresentationInfo, spritePositionInfo) { this.speed = speed; this.moveAmount = 0; }
public Sprite(string name, TextureData textureData, SpritePresentationInfo spritePresentationInfo, SpritePositionInfo spritePositionInfo) { this.name = name; this.textureData = textureData; this.spritePresentationInfo = spritePresentationInfo; this.spritePositionInfo = spritePositionInfo; //make sure we set first time around this.sectorNumber = Collision.getSectorNumber(this.POSITIONINFO.BOUNDS); }
/* * Student should change this code to indicate the depth of each loaded sprite. * The logic of how your game instanciates different sprite types at different levels is contained in this method. * */ private static Block getSprite(SpritePositionInfo PositionInfo, TextureData textureData, int textureNumber, int tileWidth, int tileHeight) { Block sprite = null; //think this should be static if we leave like this. //use layer depth to say what things dont receive light e.g. textureNumber > 20 set layerDepth = 0.5 - See RenderScene pixel shader for depth value // float layerDepth = 1; //use textureNumber to specify what types of sprite to create e.g. PlayerSprite, Moveable if (textureNumber == 1) { SpritePresentationInfo PresentationInfo = new SpritePresentationInfo(new Rectangle(60, 60, tileWidth, tileHeight), backDepth); sprite = new Block("Tile" + i, textureData, PresentationInfo, PositionInfo); } else if (textureNumber == 2) { SpritePresentationInfo PresentationInfo = new SpritePresentationInfo(new Rectangle(480, 120, tileWidth, tileHeight), backDepth); sprite = new Block("Tile" + i, textureData, PresentationInfo, PositionInfo); } else if (textureNumber == 4) { SpritePresentationInfo PresentationInfo = new SpritePresentationInfo(new Rectangle(60, 60, tileWidth, tileHeight), backDepth); sprite = new Block("Tile" + i, textureData, PresentationInfo, PositionInfo); } else if (textureNumber == 6) { SpritePresentationInfo PresentationInfo = new SpritePresentationInfo(new Rectangle(0, 0, tileWidth, tileHeight), backDepth); sprite = new Block("Tile" + i, textureData, PresentationInfo, PositionInfo); } else if (textureNumber == 8) { SpritePresentationInfo PresentationInfo = new SpritePresentationInfo(new Rectangle(0, 0, tileWidth, tileHeight), backDepth); sprite = new Block("Tile" + i, textureData, PresentationInfo, PositionInfo); } else if (textureNumber == 9) { SpritePresentationInfo PresentationInfo = new SpritePresentationInfo(new Rectangle(0, 0, tileWidth, tileHeight), backDepth); sprite = new Block("Tile" + i, textureData, PresentationInfo, PositionInfo); } else if (textureNumber == 10) { SpritePresentationInfo PresentationInfo = new SpritePresentationInfo(new Rectangle(0, 0, tileWidth, tileHeight), backDepth); sprite = new Block("Tile" + i, textureData, PresentationInfo, PositionInfo); } else { return null; } i++; return sprite; }