public Jumper(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite, MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) : base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp) { worldmap = map; center = m_pos.Y; default_maxVel = maxVel; int[] JumperAnimationFrames = { 35, 36, 37 }; Animation JumperAnimation = new Animation(PlayType.Once, JumperAnimationFrames, 3.0f); int[] JumperAnimationFramesExploded = { 80, 81, 82, 83 }; Animation JumperAnimationExploded = new Animation(PlayType.Once, JumperAnimationFramesExploded, 5.0f); Dictionary <string, Animation> JumperAnimations = new Dictionary <string, Animation>() { { "moving", JumperAnimation }, { "exploded", JumperAnimationExploded } }; m_animator = new AnimationController(m_world.m_spriteEnemies, JumperAnimations, 5, 18); currAnimation = "moving"; }
public Ducker(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite, MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) : base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp) { worldmap = map; m_dropsPowerUp = dropsPowerUp; int[] DuckerAnimationFramesWalking = { 45, 46 }; Animation DuckerAnimationWalking = new Animation(PlayType.Loop, DuckerAnimationFramesWalking, 16.0f); int[] DuckerAnimationFramesHolding = { 47 }; Animation DuckerAnimationHolding = new Animation(PlayType.Loop, DuckerAnimationFramesHolding, 3.0f); int[] DuckerAnimationFramesExploded = { 80, 81, 82, 83 }; Animation DuckerAnimationExploded = new Animation(PlayType.Loop, DuckerAnimationFramesExploded, 3.0f); Dictionary <string, Animation> DuckerAnimations = new Dictionary <string, Animation>() { { "walking", DuckerAnimationWalking }, { "shooting", DuckerAnimationHolding }, { "waiting", DuckerAnimationHolding }, { "exploded", DuckerAnimationExploded } }; m_animator = new AnimationController(m_world.m_spriteEnemies, DuckerAnimations, 5, 18); currAnimation = "walking"; }
public Garun(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite, MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) : base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp) { worldmap = map; int[] garunAnimationFramesMoving = { 25, 26, 27, 28, 27, 26, 25 }; Animation garunAnimationMoving = new Animation(PlayType.Loop, garunAnimationFramesMoving, 10.0f); int[] garunAnimationFramesExploded = { 80, 81, 82, 83 }; Animation garunAnimationExploded = new Animation(PlayType.Once, garunAnimationFramesExploded, 5.0f); Dictionary <string, Animation> garunAnimations = new Dictionary <string, Animation>() { { "moving", garunAnimationMoving }, { "exploded", garunAnimationExploded } }; m_animator = new AnimationController(m_world.m_spriteEnemies, garunAnimations, 5, 18); currAnimation = "moving"; center = m_pos.Y; offset = 0; //The offset to add to your Y radius = 50; //Whatever you want your radius to be }
public SpawnController(Game1 m_world) { m_worldMap = m_world.m_worldMap; //activatedSpawners.Clear(); }