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 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)); }