public LuckyDay() { // Player has a width and height of 50 PlayerSize = new Vector2(100, 100); // Player starts at middle of the screen, at the bottom PlayerLoc = Globals.StartAtMiddle(PlayerSize); // Player has an X velocity of 10 and a starting Y velocity of 0 PlayerVel = new Vector2(10, 0); Globals.Player = new Player(PlayerLoc, PlayerSize, PlayerVel); // Gold spawns every 25 frames GoldCd = new Cooldown(25); // Difficulty affects amount of gold needed switch (Globals.Difficulty) { case Globals.EASY: { Goal = 6; break; } case Globals.MEDIUM: { Goal = 10; break; } case Globals.HARD: { Goal = 14; break; } } Collected = 0; // Game lasts 10 seconds Globals.GameDuration = new Cooldown(600); Coins = new List <Projectile>(); // X velocity can be between 5 and 10 VelocityXRange = new Vector2(5, 10); }
public Buff() { Width = 100; Height = 100; Gravity = 9.81f / 60; X = 0; Y = 0; VelocityY = 0; Exists = false; Active = false; Held = false; SpawnCooldown = new Cooldown(100); BuffDuration = new Cooldown(240); }
public TerminalVelocity() { // Creates the player PlayerSize = new Vector2(100, 100); PlayerLoc = new Vector2(Globals.StartAtMiddle(PlayerSize).X, 200); PlayerVel = new Vector2(10, 0); Globals.Player = new Player(PlayerLoc, PlayerSize, PlayerVel); Spikes = new List <SideSpike>(); Globals.GameDuration = new Cooldown(600); // The walls of the pit LeftWallX = 400; RightWallX = 800; // Difficulty affects spawn rate of the spikes switch (Globals.Difficulty) { case Globals.EASY: { SpikeSpawnCd = new Cooldown(45); break; } case Globals.MEDIUM: { SpikeSpawnCd = new Cooldown(30); break; } case Globals.HARD: { SpikeSpawnCd = new Cooldown(20); break; } } }