public PlayerThing(MainGameScene scene, int restingHeartRate) : base(scene) { m_RestingHeartRate = restingHeartRate; var content = HeartAttack.theGameInstance.Content; normalHeart = content.Load<Texture2D>("Heart/Heart"); cross = content.Load<Texture2D>("cross"); lFrames = new List<Texture2D>() { content.Load<Texture2D>("Heart/Heartl1"), content.Load<Texture2D>("Heart/Heartl2"), content.Load<Texture2D>("Heart/Heartl3"), // content.Load<Texture2D>("Heart/Heartl4") }; sFrames = new List<Texture2D>() { content.Load<Texture2D>("Heart/Hearts1"), content.Load<Texture2D>("Heart/Hearts2"), content.Load<Texture2D>("Heart/Hearts3"), // content.Load<Texture2D>("Heart/Hearts4") }; m_Sprite = new Sprite(normalHeart, DirtyGlobalHelpers.CentreOfScreen()); this.m_Health = 100; this.Radius = 45; m_Sprite.Scale = new Vector2(0.5f, 0.5f); m_FireSound = HeartAttack.theGameInstance.Content.Load<SoundEffect>("fire"); }
public Bullet(MainGameScene scene, Vector2 pPosition, Vector2 pVelocity, int pPower) : base(scene) { m_Power = pPower; IsMiss = false; CanDelete = false; frames = new List<Texture2D>(); var content = HeartAttack.theGameInstance.Content; cross = content.Load<Texture2D>("cross"); for (int i = 1; i <= 4; i++) { frames.Add(content.Load<Texture2D>("Bullet/bullet" + i)); } m_Sprite = new Sprite(frames[0], pPosition); m_Sprite.AddUpdater(new VelocityUpdater(pVelocity)); m_Sprite.Scale = new Vector2(0.15f); //m_Sprite.Centre *= m_Sprite.Scale; var anim = new SpriteAnimation(Scene.ClockManager, frames, frames[0], this.m_Sprite, 0.05f); anim.Start(); anim.Complete += (s, e) => { anim.Reset(); anim.Start(); }; }
public NewPingManager(MainGameScene scene) { m_Oldest = 0; m_PingDistances = new Vector4(0, 0, 0, 0); m_HeartBeat = HeartAttack.theGameInstance.Content.Load<SoundEffect>("heartBeat1"); this.scene = scene; }
public Bug(MainGameScene scene, Vector2 pPosition, int pHealth, float pSpeed) : base(scene) { this.scene = scene; m_Health = pHealth; radius = 15; frames = new List<Texture2D>(); var content = HeartAttack.theGameInstance.Content; cross = content.Load<Texture2D>("cross"); for (int i = 1 ; i <= 4 ; i++) { frames.Add(content.Load<Texture2D>("Bug/bug" + i)); } blinkFrames = new List<Texture2D>(); for (int i = 1; i <= 4; i++) { blinkFrames.Add(content.Load<Texture2D>("Bug/bugblink" + i)); } m_bugDeathSound = HeartAttack.theGameInstance.Content.Load<SoundEffect>("bugDeath1"); m_HeartHitSound = HeartAttack.theGameInstance.Content.Load<SoundEffect>("heartHit"); m_Sprite = new Sprite(frames[0], pPosition); m_Sprite.Scale = new Vector2(0.1f, 0.1f); // m_Sprite.Centre *= m_Sprite.Scale; m_Sprite.Colour = Color.Transparent; Vector2 velocity = (new Vector2(HeartAttack.theGameInstance.GraphicsDevice.Viewport.Width / 2, HeartAttack.theGameInstance.GraphicsDevice.Viewport.Height / 2) - pPosition); velocity.Normalize(); velocity *= DirtyGlobalHelpers.config.BugSpeed; m_Sprite.AddUpdater(new VelocityUpdater(velocity)); }
public Ping(MainGameScene scene) : base(scene) { Texture2D texture = HeartAttack.theGameInstance.Content.Load<Texture2D>("ping"); m_Sprite = new Sprite(texture, new Vector2((HeartAttack.theGameInstance.GraphicsDevice.Viewport.Width) / 2, (HeartAttack.theGameInstance.GraphicsDevice.Viewport.Height) / 2)); var lifeTime = 1; //m_Sprite.AddUpdater(new ScaleLerpUpdater(new Vector2(0, 0), new Vector2(5, 5), lifeTime * 1000)); new Timer(scene.ClockManager, lifeTime, true, (s, e) => this.IsDead = true); }
public BulletManager(MainGameScene scene) { m_Bullets = new List<Bullet>(); this.m_Scene = scene; }
public Entity(MainGameScene scene) { this.Scene = scene; }
public PingManager(MainGameScene scene) { m_HeartBeat = HeartAttack.theGameInstance.Content.Load<SoundEffect>("heartBeat1"); this.scene = scene; }
public BugManager(MainGameScene scene) { this.scene = scene; }