public Player(int startpos, Healthbar bar, List <Texture2D> JKickAnimations, List <Texture2D> JPunchAnimations, Song KickSound, PlayerInput Input, int groundline, int breed, int hoog, List <Texture2D> IdleAnimations, List <Texture2D> WalkAnimations, List <Texture2D> WalkBAnimations, List <Texture2D> JumpAnimations, List <Texture2D> PunchAnimations, List <Texture2D> KickAnimations, List <Texture2D> DuckAnimations) { this.IdleAnimations = IdleAnimations; this.WalkAnimations = WalkAnimations; this.WalkBAnimations = WalkBAnimations; this.JumpAnimations = JumpAnimations; this.PunchAnimations = PunchAnimations; this.KickAnimations = KickAnimations; this.DuckAnimations = DuckAnimations; this.JKickAnimations = JKickAnimations; this.JPunchAnimations = JPunchAnimations; this.healthbar = bar; this.Movement = Input; this.Frame = IdleAnimations[0]; this.KickSound = KickSound; this.Height = hoog; this.Width = breed; this.groundline = groundline; this.MoveSpeed = Convert.ToInt16(Height / 108); this.oldState = Keyboard.GetState(); // dit word alleen in die UpdateInput() gebruikt this.oldPadState = GamePad.GetState(PlayerIndex.One); this.y = groundline; // de begin Y pos van de speler.... dit moet echt een class in... this.x = startpos; // the hardcode is real... CLASSES this.jumpbool = false; // dit gaat echt te ver... maar het werk :/ this.vel = 0; this.Idleloop = 0; // stil staan animatie this.Walkloop = 0; this.Kickloop = 0; this.Punchloop = 0; this.Jumploop = 0; this.Animationloop = 0; }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load <SpriteFont>("File"); // laad de sprite KickSound = Content.Load <Song>("Whoosh"); for (int i = 0; i < 28; ++i) { FlyThing.Add(Content.Load <Texture2D>(("F" + Convert.ToString(100 + i)))); } for (int i = 0; i < 8; ++i) { DuckAnimations.Add(Content.Load <Texture2D>(("DUCK" + Convert.ToString(i + 1)))); } for (int i = 0; i < 4; ++i) { JPunchAnimations.Add(Content.Load <Texture2D>(("Jpunch" + Convert.ToString(i + 1)))); } JPunchAnimations.Add(Content.Load <Texture2D>(("Jpunch4"))); JPunchAnimations.Add(Content.Load <Texture2D>(("Jpunch4"))); for (int i = 0; i < 7; ++i) { JKickAnimations.Add(Content.Load <Texture2D>(("JKICK" + Convert.ToString(i + 1)))); } for (int i = 0; i < 13; ++i) { KickAnimations.Add(Content.Load <Texture2D>(("KICK" + Convert.ToString(i + 1)))); } for (int i = 0; i < 10; ++i) { JumpAnimations.Add(Content.Load <Texture2D>(("JUMP" + Convert.ToString(i + 1)))); } for (int i = 0; i < 11; ++i) { WalkAnimations.Add(Content.Load <Texture2D>(("WALK" + Convert.ToString(i + 1)))); } for (int i = 0; i < 11; ++i) { WalkBAnimations.Add(Content.Load <Texture2D>(("WALKB" + Convert.ToString(i + 1)))); } for (int i = 0; i < 9; ++i) { PunchAnimations.Add(Content.Load <Texture2D>(("PUNCH" + Convert.ToString(i + 1)))); } for (int i = 0; i < 10; ++i) { IdleAnimations.Add(Content.Load <Texture2D>(("IDLE" + Convert.ToString(i + 1)))); } BG1 = Content.Load <Texture2D>("BG1"); BG2 = Content.Load <Texture2D>("BG2"); BG3 = Content.Load <Texture2D>("BG3"); BG4 = Content.Load <Texture2D>("BG4"); BG5 = Content.Load <Texture2D>("BG5"); BG6 = Content.Load <Texture2D>("BG6"); BG7 = Content.Load <Texture2D>("BG7"); BG8 = Content.Load <Texture2D>("BG8"); barplayer1 = new Healthbar(font, Height, Width, "left"); barplayer2 = new Healthbar(font, Height, Width, "right"); background = new Background(BG1, BG2, BG3, BG4, BG5, BG6, BG7, BG8, Width, Height); Player2Movement = new PlayerInput(Keys.Right, Keys.Left, Keys.Down, Keys.Up, Keys.O, Keys.P, PlayerIndex.One); Player1Movement = new PlayerInput(Keys.D, Keys.A, Keys.S, Keys.W, Keys.C, Keys.V, PlayerIndex.Two); player1 = new Player(100, barplayer1, JKickAnimations, JPunchAnimations, KickSound, Player1Movement, groundline, Width, Height, IdleAnimations, WalkAnimations, WalkBAnimations, JumpAnimations, PunchAnimations, KickAnimations, DuckAnimations); player2 = new Player(Width - 100, barplayer2, JKickAnimations, JPunchAnimations, KickSound, Player2Movement, groundline, Width, Height, IdleAnimations, WalkAnimations, WalkBAnimations, JumpAnimations, PunchAnimations, KickAnimations, DuckAnimations); floot = new FloatingMan(Height, Width, FlyThing, font); gamestate = new Gamestate(background, player1, player2, floot); }