public WaterEffectInfo(Vector2 position, float rotation, float delay, Sprite image) { this.Position = position; this.Rotation = rotation; this.Image = image; this.Delay = delay; }
public ObstacleInfo(Vector2 position, int type, Sprite image, bool isStatic, bool isWalkable) { this.Type = type; this.Image = image; this.Position = position; this.IsStatic = isStatic; this.IsWalkable = isWalkable; }
protected void onChangeDirection(int dir) { switch (dir) { case Shared.Constants.DIRECTION_LEFT: sprCurrent = sprMoveLeft; accelerator.X = -velocity.X; accelerator.Y = 0f; break; case Shared.Constants.DIRECTION_RIGHT: sprCurrent = sprMoveRight; accelerator.X = velocity.X; accelerator.Y = 0f; break; case Shared.Constants.DIRECTION_UP: sprCurrent = sprMoveUp; accelerator.X = 0f; accelerator.Y = -velocity.Y; break; case Shared.Constants.DIRECTION_DOWN: sprCurrent = sprMoveDown; accelerator.X = 0f; accelerator.Y = velocity.Y; break; default: sprCurrent = sprMoveDown; accelerator.X = 0f; accelerator.Y = 0f; break; } sprCurrent.Play(); if (this.oldDirection != this.direction) { this.oldDirection = this.direction; } this.direction = dir; }
public override void onInit() { base.onInit(); // Get bomber resources sprMoveLeft = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.EnemyMoveLeft); sprMoveRight = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.EnemyMoveRight); sprMoveUp = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.EnemyMoveUp); sprMoveDown = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.EnemyMoveDown); // Begin with move down sprCurrent = sprMoveDown; randomDirection(); }
protected void onChangeImage(Sprite spr) { if (!(this.Stage is WrapBombStage)) { this.sprCurrent = spr; } }
public void wrappedBomb() { this.sprCurrent = sprWrapBomb; }
public override void onInit() { base.onInit(); // Get bomber resources sprMoveLeft = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.BomberMoveLeft); sprMoveRight = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.BomberMoveRight); sprMoveUp = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.BomberMoveUp); sprMoveDown = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.BomberMoveDown); sprWrapBomb = (Sprite)resourceManagement.GetResource<ISprite>(Shared.Resources.BomberWrapBomb); // Begin with move down sprCurrent = sprMoveDown; // Begin with idle stage stgBomberStage = IdleStage.getInstance(); stgBomberStage.ApplyStageEffect(this); velocity = new Vector2(5f, 5f); Range = 2; Shared.Global.Counter_BombCanLocated = 1; }