public override void Initialize() { Content = ScreenManager.Game.Content; spriteBatch = ScreenManager.SpriteBatch; treadmillAnimation = new SpriteAnimation(); Constants.ResetDumbbellsAndRun(); enablePause = true; base.Initialize(); }
public Player() { Position = new Vector2(); State = PlayerStates.Running; runAnimation = new SpriteAnimation(); jumpAnimation = new SpriteAnimation(); slidingAnimation = new SpriteAnimation(); swordAnimation = new SpriteAnimation(); dieAnimation = new SpriteAnimation(); punchAnimation = new SpriteAnimation(); immunity = 100; scale = 1f; speedX = 0; }
public void Update(GameTime gameTime) { if (immunity <= 0) { State = PlayerStates.Dying; } else { if (Constants.isJumping) { State = PlayerStates.Jumping; if (!playerAnimation.Active) { Constants.isJumping = false; State = PlayerStates.Running; jumpAnimation.Initialize(jumpTexture, new Vector2(Position.X, Position.Y - 160), runTexture.Height, jumpTexture.Height, jumpTexture.Width / runTexture.Height, 80, Color.White, scale, false); } } else { if (Constants.isBending) { State = PlayerStates.Sliding; if (!playerAnimation.Active) { Constants.isBending = false; State = PlayerStates.Running; slidingAnimation.Initialize(slideTexture, new Vector2(Position.X, Position.Y + 60), slideTexture.Height, slideTexture.Height, slideTexture.Width / slideTexture.Height, 120, Color.White, scale, false); } } else { if (Constants.isSwappingHand && hasSword) { State = PlayerStates.hasSword; if (!playerAnimation.Active) { Constants.isSwappingHand = false; State = PlayerStates.Running; swordAnimation.Initialize(swordTexture, Position, swordTexture.Height, swordTexture.Height, swordTexture.Width / swordTexture.Height, 50, Color.White, scale, false); } } else { if (Constants.isPunching) { State = PlayerStates.Punching; if (!playerAnimation.Active) { Constants.isPunching = false; State = PlayerStates.Running; punchAnimation.Initialize(punchTexture, Position, punchTexture.Height, punchTexture.Height, punchTexture.Width / punchTexture.Height, 50, Color.White, scale, false); } } } } } } switch (State) { case PlayerStates.Running: playerAnimation = runAnimation; break; case PlayerStates.Jumping: playerAnimation = jumpAnimation; break; case PlayerStates.Sliding: playerAnimation = slidingAnimation; break; case PlayerStates.hasSword: playerAnimation = swordAnimation; break; case PlayerStates.Dying: playerAnimation = dieAnimation; break; case PlayerStates.Punching: playerAnimation = punchAnimation; break; default: playerAnimation = runAnimation; break; } Position.X += speedX; runAnimation.Position.X += speedX; jumpAnimation.Position.X += speedX; slidingAnimation.Position.X += speedX; swordAnimation.Position.X += speedX; punchAnimation.Position.X += speedX; playerAnimation.Update(gameTime); //Increment Score score++; }
public void LoadContent(ContentManager Content) { runTexture = Content.Load<Texture2D>("Sprites/run"); jumpTexture = Content.Load<Texture2D>("Sprites/jump"); slideTexture = Content.Load<Texture2D>("Sprites/bend"); swordTexture = Content.Load<Texture2D>("Sprites/swap"); dieTexture = Content.Load<Texture2D>("Sprites/die"); punchTexture = Content.Load<Texture2D>("Sprites/punch"); Position = new Vector2(150, 474); InitialPosition = Position; runAnimation.Initialize(runTexture, Position, runTexture.Height, runTexture.Height, runTexture.Width / runTexture.Height, 50, Color.White, scale, true); jumpAnimation.Initialize(jumpTexture, new Vector2(Position.X, Position.Y - 160), runTexture.Height, jumpTexture.Height, jumpTexture.Width / runTexture.Height, 80, Color.White, scale, false); slidingAnimation.Initialize(slideTexture, new Vector2(Position.X, Position.Y + 60), slideTexture.Height, slideTexture.Height, slideTexture.Width / slideTexture.Height, 120, Color.White, scale, false); swordAnimation.Initialize(swordTexture, Position, swordTexture.Height, swordTexture.Height, swordTexture.Width / swordTexture.Height, 50, Color.White, scale, false); dieAnimation.Initialize(dieTexture, Position, dieTexture.Height, dieTexture.Height, dieTexture.Width / dieTexture.Height, 40, Color.White, scale, false); punchAnimation.Initialize(punchTexture, Position, punchTexture.Height, punchTexture.Height, punchTexture.Width / punchTexture.Height, 50, Color.White, scale, false); playerAnimation = runAnimation; }