//overloaded constructor(s) public Tank(Game1 _game, string _tankSpriteName, Vector2 _location, Vector2 _speed, float _rotation, int _player, float _scale, Texture2D _whiteRectangle, Keys _keyUp, Keys _keyLeft, Keys _keyDown, Keys _keyRight, Keys _keyBoost, Keys _keyReverse) { tankTexture = _game.Content.Load <Texture2D>(_tankSpriteName); location = _location; startingLocation = _location; speed = _speed; rotation = _rotation; origin = new Vector2(this.tankTexture.Width / 2f, this.tankTexture.Height / 2f); game = _game; player = _player; scale = _scale; whiteRectangle = _whiteRectangle; keyUp = _keyUp; keyLeft = _keyLeft; keyDown = _keyDown; keyRight = _keyRight; keyBoost = _keyBoost; keyReverse = _keyReverse; alive = true; lives = 3; respawnParticles = new ParticleSpray(location, game, player, whiteRectangle, Color.Gray, 0); deathParticles = new ParticleSpray(location, game, player, whiteRectangle, Color.Gray, 0); hitParticles = new ParticleSpray(location, game, player, whiteRectangle, Color.Gray, 0); tankRect = new Rectangle((int)location.X - (tankTexture.Width / 2), (int)location.Y - (tankTexture.Height / 2), tankTexture.Width, tankTexture.Height); }
public virtual void Die() { if (alive) { deathParticles = new ParticleSpray(location, game, player, whiteRectangle, Color.Black, 2); alive = false; location = new Vector2(-100, -100); } }
public void Respawn(Vector2 _location) { if (!alive) { location = _location; lives = 3; respawnParticles = new ParticleSpray(location, game, player, whiteRectangle, Color.Green, 2); alive = true; } }
public virtual void Hit() { lives -= 1; if (lives < 1) { Die(); } else { hitParticles = new ParticleSpray(location, game, player, whiteRectangle, Color.Black, 2, 5); } }
public EnemyTank(Game1 _game, string _tankSpriteName, Vector2 _location, Vector2 _speed, float _rotation, int _player, float _scale, Texture2D _whiteRectangle) { tankTexture = _game.Content.Load <Texture2D>(_tankSpriteName); location = _location; startingLocation = _location; speed = _speed; rotation = _rotation; origin = new Vector2(this.tankTexture.Width / 2f, this.tankTexture.Height / 2f); game = _game; player = _player; scale = _scale; whiteRectangle = _whiteRectangle; alive = true; lives = 3; respawnParticles = new ParticleSpray(location, game, player, whiteRectangle, Color.Gray, 0); deathParticles = new ParticleSpray(location, game, player, whiteRectangle, Color.Gray, 0); tankRect = new Rectangle((int)location.X - (tankTexture.Width / 2), (int)location.Y - (tankTexture.Height / 2), tankTexture.Width, tankTexture.Height); targetDirection = DOWN; }