// Constructor van deze toestands class krijgt altijd het object mee // van de hoofdclass Beetle als argument public WalkDown(Beetle beetle) : base(beetle) { this.beetle = beetle; this.effect = SpriteEffects.FlipVertically; this.velocity = new Vector2(0f, this.beetle.Speed); }
// LoadContent methode. Deze methode maakt nieuwe objecten aan van de verschillende // classes. public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(100f, 300f)); this.beetle1 = new Beetle(this.game, new Vector2(400f, 100f)); this.scorpion = new Scorpion(this.game, new Vector2(300f, 188f)); this.scorpion1 = new Scorpion(this.game, new Vector2(188f, 300f)); this.explorer = new Explorer(this.game, new Vector2(0f, 240f)); }
//LoadContent public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(200f, 300f), 2); this.beetle1 = new Beetle(this.game, new Vector2(50f, 200f), 3); this.scorpion = new Scorpion(this.game, new Vector2(100f, 300f), 2); this.scorpion1 = new Scorpion(this.game, new Vector2(10f, 150f), 3); this.explorer = new Explorer(this.game, new Vector2(304f, 224f), 2); }
//Constructor public WalkUp(Beetle beetle) : base(beetle) { this.beetle = beetle; this.destinationRect = new Rectangle((int)this.beetle.Position.X, (int)this.beetle.Position.Y, 32, 32); this.velocity = new Vector2(0f,this.beetle.Speed); }
//Constructor public WalkUp(Beetle beetle) : base(beetle) { // beetle this.beetle = beetle; // nieuwe rectangle this.destinationRectangle = new Rectangle((int)this.beetle.Position.X,(int)this.beetle.Position.Y, 32, 32); // de positie veranderd this.velocity = new Vector2(0f, this.beetle.Speed); }
//Contstructor public WalkDown(Beetle beetle) : base(beetle) { this.beetle = beetle; this.effect = SpriteEffects.FlipVertically; this.destinationRectangle = new Rectangle((int)this.beetle.Position.X, (int)this.beetle.Position.Y, 32, 32); this.velocity = new Vector2(0f, this.beetle.Speed); }
// LoadContent methode. Deze methode maakt nieuwe objecten aan van de verschillende // classes. public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(100f, 300f)); this.beetle1 = new Beetle(this.game, new Vector2(400f, 100f)); this.scorpion = new Scorpion(this.game, new Vector2(300f, 188f)); this.scorpion1 = new Scorpion(this.game, new Vector2(188f, 300f)); this.explorer = new Explorer(this.game, new Vector2(304f, 240f)); this.block1 = new Block(this.game,@"Block\Block", new Vector2(0f, 0f)); this.block2 = new Block(this.game, @"Block\Wall1", new Vector2(32f, 32f)); this.block3 = new Block(this.game, @"Block\Wall2", new Vector2(0f, 32f)); this.block4 = new Block(this.game, @"Block\Door", new Vector2(32f, 0f)); }
//Constructor public WalkDown(Beetle beetle) : base(beetle) { // beetle this.beetle = beetle; //effect this.effect = SpriteEffects.FlipVertically; // de positie van de beetle this.destinationRectangle = new Rectangle((int)this.beetle.Position.X, (int)this.beetle.Position.Y, 32, 32); // nieuwe vector wordt gemaakt this.velocity = new Vector2(0f, this.beetle.Speed); }
//Constructor public WalkDown(Beetle beetle) : base(beetle) { this.beetle = beetle; this.angle = (float)Math.PI; }
//Constructor. public WalkUp(Beetle beetle) : base(beetle) { this.beetle = beetle; this.angle = 0f; }
//Constructor public WalkUp(Beetle beetle) : base(beetle) { this.beetle = beetle; this.angle = 0f; }
// Constructor van deze toestands class krijgt altijd het object mee // van de hoofdclass Beetle als argument public WalkUp(Beetle beetle) : base(beetle) { this.beetle = beetle; this.velocity = new Vector2(0f, this.beetle.Speed); }
//Constructor public WalkDown(Beetle beetle) : base(beetle) { this.beetle = beetle; }
//Constructor. public WalkDown(Beetle beetle) : base(beetle) { this.beetle = beetle; this.angle = (float)Math.PI; }
//constructor public WalkDown(Beetle beetle) : base(beetle) { this.beetle = beetle; this.rotation = 0f; }