コード例 #1
0
ファイル: EntityData.cs プロジェクト: rodstrom/soul
 public EntityData(uint spawnTime, EntityType entityType, Vector2 position, Path path)
 {
     this.spawnTime = spawnTime;
     this.entityType = entityType;
     this.position = position;
     if (path != null)
     {
         this.path = path;
     }
 }
コード例 #2
0
ファイル: InnerDemon.cs プロジェクト: rodstrom/soul
 public InnerDemon(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, string alias, EntityManager entityManager, Path path)
     : base(spriteBatch, game, Constants.INNER_DEMON_FILENAME, new Vector2(Constants.INNER_DEMON_WIDTH, Constants.INNER_DEMON_HEIGHT), alias, EntityType.INNER_DEMON)
 {
     this.path = path;
     this.path.Repeat = true;
     //maxVelocity = new Vector2(Constants.INNER_DEMON_MAX_SPEED, Constants.INNER_DEMON_MAX_SPEED);
     acceleration = new Vector2(Constants.INNER_DEMON_ACCELERATION, Constants.INNER_DEMON_ACCELERATION);
     //this.health = Constants.INNER_DEMON_MAX_HEALTH;
     this.entityManager = entityManager;
     this.random = new Random();
     hitFx = new HitFX(game);
     //this.hitRadius = Constants.INNER_DEMON_RADIUS;
     this.audio = audioManager;
     animation.MaxFrames = 0;
 }
コード例 #3
0
ファイル: DarkThought.cs プロジェクト: rodstrom/soul
 public DarkThought(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, GameTime gameTime, string alias, EntityManager entityManager, Path path)
     : base(spriteBatch, game, Constants.DARK_THOUGHT_FILENAME, new Vector2(Constants.DARK_THOUGHT_WIDTH, Constants.DARK_THOUGHT_HEIGHT), alias, EntityType.DARK_THOUGHT)
 {
     this.audio = audioManager;
     this.entityManager = entityManager;
     weapon = new DarkThoughtWeapon(spriteBatch, game, sprite.Y);
     weapon.Damage = damage;
     //maxVelocity = new Vector2(Constants.DARK_THOUGHT_MAX_SPEED, Constants.DARK_THOUGHT_MAX_SPEED);
     acceleration = new Vector2(Constants.DARK_THOUGHT_ACCELERATION, Constants.DARK_THOUGHT_ACCELERATION);
     this.path = path;
     //this.health = Constants.DARK_THOUGHT_MAX_HEALTH;
     this.animation.MaxFrames = 11;
     hitFx = new HitFX(game);
     //this.hitRadius = Constants.DARK_THOUGHT_RADIUS;
     timeSinceLastBullet = gameTime.TotalGameTime.TotalMilliseconds;
     timeSinceLastBurst = gameTime.TotalGameTime.TotalMilliseconds;
 }
コード例 #4
0
ファイル: DarkWhisper.cs プロジェクト: rodstrom/soul
 public DarkWhisper(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, string alias, EntityManager entityManager, Path path)
     : base(spriteBatch, game, Constants.DARK_WHISPER_FILENAME, new Vector2(Constants.DARK_WHISPER_WIDTH, Constants.DARK_WHISPER_HEIGHT), alias, EntityType.DARK_WHISPER)
 {
     if (path != null)
     {
         this.path = path;
         this.chase = false;
     }
     this.entityManager = entityManager;
     //this.health = Constants.DARK_WHISPER_MAX_HEALTH;
     //this.maxVelocity =  new Vector2(Constants.DARK_WHISPER_MAX_SPEED);
     this.acceleration = new Vector2(Constants.DARK_WHISPER_ACCELERATION);
     spikeList = new List<Bullet>();
     this.animation.MaxFrames = 0;
     this.animation.FrameRate = 50;
     hitFx = new HitFX(game);
     this.audio = audioManager;
     //this.hitRadius = Constants.DARK_WHISPER_RADIUS;
 }