/// <summary> /// This is a Sprite with four animations for the four /// directions, up, down, left and right /// </summary> private void SetupAnimatedPlayer() { Texture2D playerSheet = Content.Load <Texture2D> ("Actors/rsc-sprite-sheet1"); playerSprite = playerController.CreatePlayer (graphicsDevice, playerSheet); playerSprite.Boundary = new Rectangle(0, 0, HD_Width, HD_Height); }
public void HasCollided(AnimatedPlayer player) { foreach (AnimatedSprite coin in Coins) { if (coin.HasCollided(player) && coin.IsAlive) { coinEffect.Play(); coin.IsActive = false; coin.IsAlive = false; coin.IsVisible = false; } } }
/// <summary> /// Clones the bullet when the player fires their /// weapon by holding down the space bar. /// </summary> public void AddBullet(AnimatedPlayer player) { Bullet bullet = new Bullet(BulletTexture); bullet.Direction = player.Direction; bullet.Position = new Vector2( player.Position.X + 60, player.Position.Y + 40); bullet.LifeSpan = 2f; // seconds bullet.Parent = player; Bullets.Add(bullet); }
/// <summary> /// This is a Sprite with four animations for the four /// directions, up, down, left and right /// </summary> private void SetupAnimatedPlayer() { Texture2D playerSheet = Content.Load <Texture2D> ("Actors/rsc-sprite-sheet1"); playerSprite = playerController.CreatePlayer (graphicsDevice, playerSheet); Texture2D bulletTexture = Content.Load <Texture2D>("Actors/bullet"); bulletController = new BulletController(bulletTexture); bulletController.killEffect = flameEffect; playerSprite.BulletController = bulletController; playerSprite.Boundary = new Rectangle(0, 0, HD_Width, HD_Height); }
/// <summary> /// Checks if a coin has collided with a player (i.e. the /// player walks over it to pick it up) and if it has, /// a sound effect will play and the coin will disappear /// from the screen. /// </summary> /// <returns> /// The value of the coin to add onto the player's current /// score. /// </returns> public int HasCollided(AnimatedPlayer player) { foreach (AnimatedSprite coin in Coins) { if (coin.HasCollided(player) && coin.IsAlive) { coinEffect.Play(); coin.IsActive = false; coin.IsAlive = false; coin.IsVisible = false; return(coinValue); } } return(0); }
/// <summary> /// If the enemy collides with the player (hitting them), the /// player will lose 10% of their health. If their health /// drops to 0, they will lose the game and disappear. /// </summary> public void HasCollided(AnimatedPlayer player) { if (Enemy.HasCollided(player)) { if (player.Health > 10) { player.Health -= 10; StartEnemy(); } else { player.Health = 0; player.IsActive = false; player.IsAlive = false; player.IsVisible = false; } } }
public AnimatedPlayer CreatePlayer(GraphicsDevice graphics, Texture2D playerSheet) { AnimationController controller = new AnimationController(graphics, playerSheet, 4, 3); string[] keys = new string[] { "Down", "Left", "Right", "Up" }; controller.CreateAnimationGroup(keys); Player = new AnimatedPlayer() { CanWalk = true, Scale = 2.0f, Rotation = MathHelper.ToRadians(0), RotationSpeed = 0f, }; controller.AppendAnimationsTo(Player); StartPlayer(); return(Player); }
/// <summary> /// This is a Sprite with four animations for the four /// directions, up, down, left and right /// </summary> private void SetupAnimatedPlayer() { Texture2D sheet4x3 = Content.Load <Texture2D>("images/rsc-sprite-sheet1"); AnimationController contoller = new AnimationController(graphicsDevice, sheet4x3, 4, 3); string[] keys = new string[] { "Down", "Left", "Right", "Up" }; contoller.CreateAnimationGroup(keys); playerSprite = new AnimatedPlayer() { CanWalk = true, Scale = 2.0f, Position = new Vector2(200, 200), Speed = 200, Direction = new Vector2(1, 0), Rotation = MathHelper.ToRadians(0), RotationSpeed = 0f }; contoller.AppendAnimationsTo(playerSprite); }