public Attack(AbstractCaracter caracter, Animation animation, int nr) { setAnimation(animation); this.caracter = caracter; Status = StateStatus.Terminated; this.nr = nr; c = new Clock(); fireRate = Time.FromMilliseconds(500); }
public MeleeProjectile(AbstractCaracter caracter) { this.Caracter = caracter; this.world = Caracter.world; this.body = new Body(world, caracter.body.Position); CircleShape circle = new CircleShape(ConvertUnits.ToSimUnits(10), 10); circle.Position += Caracter.getBodyDirection() * 2.2f * circle.Radius; body.CreateFixture(circle); body.IsSensor = true; // Cat3 for projectiles body.CollisionCategories = Category.Cat3; caracter.body.OnCollision += Body_OnCollision; }
public RangeProjectile(AbstractCaracter caracter) { this.Caracter = caracter; this.world = Caracter.world; float radius = ConvertUnits.ToSimUnits(10); this.body = BodyFactory.CreateCircle(world, radius, 1, caracter.body.Position); this.body.Position += Caracter.getBodyDirection() * 2.2f * radius; body.IsBullet = true; body.IsSensor = true; body.CollisionCategories = Category.Cat3; direction = Caracter.getBodyDirection(); speed = new Vector2(.2f, .2f); body.OnCollision += new OnCollisionEventHandler(Body_OnCollision); }
public Dead(AbstractCaracter caracter, Animation animation) { setAnimation(animation); this.caracter = caracter; }
public Waiting(AbstractCaracter caracter, Animation animation) { setAnimation(animation); this.caracter = caracter; }
public Statemachine(AbstractCaracter caracter, String spriteJsonAttribute, Texture caracterTextur) { this.caracter = caracter; initAnimations(spriteJsonAttribute, caracterTextur); currentState = idle; }