public Player(Game game, Texture2D texture, ArrayList _sounds, int xStart, int yStart) : base(game) { facingDirection = Action.right; source = new Rectangle(251, 142, 746 - 251, 805 - 142); position = new Rectangle(xStart, yStart, 36, 52); sprite = texture; int xCenter = xStart + (position.Width / 2); int yCenter = yStart - playerPadding; this.jumpMeter = new JumpMeter(game, xCenter, yCenter, spriteDepth); hidden = 0; isJumping = false; isStopped = true; // will we need to know this?? Maybe for a funny animation if you take too long... isDead = false; hasReachedGoal = false; sounds = _sounds; deltaX = 0; deltaY = 0; }
bool setDead = false; //This is so that i can set frameCountCol to the starting frame of death animation then not do it again in update animation function #endregion Fields #region Constructors public Player(Game _game, Texture2D texture, ArrayList _sounds, int xStart, int yStart) : base(_game) { game = _game; facingDirection = Action.right; source = new Rectangle(this.frameStartX + this.frameSkipX * this.frameCountCol, this.frameStartY + this.frameSkipY * this.frameCountRow, this.frameWidth, this.frameHeight); int screenwidth = Game.GraphicsDevice.Viewport.Width; int screenheight = Game.GraphicsDevice.Viewport.Height; int playerHeight = screenheight * 4 / 32; int playerWidth = screenwidth * 2 / 64; position = new Rectangle(xStart, yStart, playerWidth, playerHeight); leftRightCollisionRectangle = new Rectangle(position.X, position.Y, position.Width, position.Height - 2); sprite = texture; int xCenter = xStart + (position.Width / 2); int yCenter = yStart - playerPadding; jumpMeter = new JumpMeter(game, xCenter, yCenter, spriteDepth); healthMeter = new HealthMeter(game, 200, 10, spriteDepth); hidden = 0.0f; damageCounter = 0; fallDistance = 0; isJumping = false; isStopped = true; // will we need to know this?? Maybe for a funny animation if you take too long... isDead = false; hasReachedGoal = false; displayHealthBar = true; sounds = _sounds; deltaX = 0; deltaY = 0; }