public Collectable(Game game, Location location, Double lifeTime, CollectableEntityType collectableEntityType) : base(game) { this.collectableEntityType = collectableEntityType; this.Location = location; this.IsCollected = false; this.LifeTime = lifeTime; Console.WriteLine("Collectable Spawned: " + lifeTime.ToString("F2")); }
public ZombieSprite(Game game, Location location, Int32 cellIndex, Single hitPoints, Boolean alive, Single random) : base(game, location) { this.currentCellIndex = cellIndex; this.hitPoints = hitPoints; this.Alive = alive; //this.zombieDeathSoundEffectInstance = zombieDeathSoundEffect.CreateInstance(); this.zombieStationaryTime = 0.0; this.zombieAttackTime = 0.0; this.random = random; }
public ZombieSprite(Game game, Location location, Int32 cellIndex, Single random) : this(game, location, 0, 100.0f, true, random) { }
public ZombieSprite(Game game, Location location, Single random) : this(game, location, 0, random) { }
public Sprite(Game game, Location location) : base(game) { this.location = location; }
public void DrawCellAtIndex(Camera camera, Location location, int cellIndex) { DrawCellAtIndex(camera, location, cellIndex, SpriteEffects.None); }
public void DrawCellAtIndex(Camera camera, Location location, int cellIndex, SpriteEffects spriteEffects) { camera.SpriteBatch.Draw(this.Texture, location.Position, this.CellSourceRectangles[cellIndex], Color.White, location.Rotation, this.CellOffsets[cellIndex], location.Scale, spriteEffects, 1.0f); }
public SurvivorSprite(Game game, Location location) : this(game, location, MAXIMUM_HEALTH_VALUE, true, MAXIMUM_STAMINA_VALUE, new bool[5] { true, false, false, false, false }, new Ammunition(), 0) { }
public SurvivorSprite(Game game, Location location, Single currentHealth, Boolean alive, Single currentStamina, bool[] weaponsEnabled, Ammunition ammo, Int32 currentWeaponIndex) : base(game, location) { this.currentWeaponSpecifierIndex = currentWeaponIndex; this.weaponsEnabled = weaponsEnabled; this.Alive = alive; this.CurrentHealth = currentHealth; this.CurrentStamina = currentStamina; this.Ammunition = ammo; CurrentWeapon.Deploy(); }