public HealthSprite(Texture2D texture, Vector2 pos, Point frameDims, int collisionOffset, int frameDelay, Vector2 speed, float layerDepth, SpriteManager manager) : base(texture, pos, frameDims, collisionOffset, frameDelay, speed, layerDepth, manager) { MaxHealth = 100; Heal(); }
public BackgroundSprite(Texture2D texture, Point frameDims, Sprite actor, SpriteManager manager) : base(texture, new Vector2(0,0), frameDims, 0, 1, actor.Speed * SPEED_FACTOR, 1, manager) { this.CanCollide = false; this.actor = actor; this.Physics.AddComponent(new MovePhysicsComponent()); }
public ZombieSprite(Texture2D texture, Vector2 pos, Point frameDims, int collisionOffset, int frameDelay, Vector2 speed, float layerDepth, SpriteManager manager) : base(texture, pos, frameDims, collisionOffset, frameDelay, speed, layerDepth, manager) { this.Physics.AddComponent(new GravityPhysicsComponent()); this.Physics.AddComponent(new MovePhysicsComponent()); this.KillXp = 100; }
public ProjectileSprite(Sprite owner, Texture2D texture, Vector2 pos, Point frameDims, int collisionOffset , int frameDelay, Vector2 speed, float layerDepth, int range, SpriteManager manager) : base(texture, pos, frameDims, collisionOffset, frameDelay, speed, layerDepth, manager) { this.owner = owner; this.Animated = false; this.Physics.AddComponent(new MovePhysicsComponent()); this.range = range; this.startPos = pos; this.BaseDamage = 10; }
public UserControlledSprite(Texture2D texture, Texture2D bulletTexture, Vector2 pos, Point frameDims, int collisionOffset , int frameDelay, Vector2 speed, float layerDepth, SpriteManager manager) : base(texture, pos, frameDims, collisionOffset, frameDelay, speed, layerDepth, manager) { this.Physics.AddComponent(new GravityPhysicsComponent()); this.Physics.AddComponent(new MovePhysicsComponent()); this.Physics.AddComponent(new JumpingPhysicsComponent()); this.bulletTexture = bulletTexture; this.TimedEffects.AddEffect("Blink", new BlinkEffect(3000, 100, 1, 255, this)); this.Upgrades = new Upgrades(); }
public Sprite(Texture2D texture, Vector2 pos, Point frameDims, int collisionOffset, int frameDelay, Vector2 speed, float layerDepth, SpriteManager manager) { this.CanCollide = true; this.TextureImage = texture; this.Position = pos; this.StartPosition = pos; this.FrameDims = frameDims; this.CollisionOffset = collisionOffset; this.Alpha = 255; this.Animation = new SpriteAnimation(this,frameDelay); this.Speed = speed; this.LayerDepth = layerDepth; this.Physics = new SpritePhysics(this); this.Animated = true; this.Blocking = false; this.Manager = manager; this.TimedEffects = new TimedEffects.TimedEffects(); }
public LevelManager(SpriteManager manager) { this.levels = new List<Level>(); this.levels.Add(new Level("TestLevel", this)); this.SpriteManager = manager; }
public ZombieColaSprite(Texture2D texture, Vector2 pos, SpriteManager manager) : base(texture, pos, new Point(21, 40), 0, 100, Vector2.Zero, 0, manager) { }
public HealthPackSprite(Texture2D texture, Vector2 pos, SpriteManager manager) : base(texture, pos, new Point(30, 20), 0, 100, Vector2.Zero, 0, manager) { }
public PlatformSprite(Texture2D texture, Vector2 pos, Point frameDims, int collisionOffset, int frameDelay, Vector2 speed, SpriteManager manager) : base(texture, pos, frameDims, collisionOffset, frameDelay, speed, 0.9f, manager) { this.Blocking = true; }