private Tile LoadShootingTrapTile(int x, int y, ShootingTrap.FaceDirection dir) { Point position = new Point(x * Tile.Width, y * Tile.Height); m_trapShooting.Add(Content.LoadShootingTrap(position, dir)); return new Tile(null, TileCollision.Passable); }
public ShootingTrap LoadShootingTrap(Point position, ShootingTrap.FaceDirection dir) { if (m_tGen == null) m_tGen = new TrapGenerator(m_lvl); return m_tGen.GenerateShootingTrap(position, dir); }
public ShootingTrap GenerateShootingTrap(Point pos, ShootingTrap.FaceDirection dir) { ShootingTrap toRet = new ShootingTrap(m_lvl, pos, dir); toRet.Damage = m_trapDmg["rising"]; toRet.Tint = m_trapClr["rising"]; return toRet; }