public BubbleSet(BubbleSetType type, Dictionary<BubbleState, Texture2D> textureList, Texture2D lineTexture, EffectHandler effectHandler, Vector2 pos1, Vector2 pos2) { this.type = type; this.currentState = BubbleSetState.APPEARING; this.handTextureList = textureList; this.lineTexture = lineTexture; this.lineAlpha = GameConfig.LINE_ALPHA; this.effectHandler = effectHandler; bubbles = new List<Bubble>(); switch (type) { case BubbleSetType.HANDHAND: Vector2 randomPoint = Randomizer.createRandomPoint(); //create first hand bubble Bubble bubble1 = new Bubble(pos1.X, pos1.Y, handTextureList, BubbleType.HAND); bubble1.setStayingDuration(GameConfig.SETBUBBLE_DURATION); bubbles.Add(bubble1); //create second hand bubble Bubble bubble2 = new Bubble(pos2.X, pos2.Y, handTextureList, BubbleType.HAND); bubble2.setStayingDuration(GameConfig.SETBUBBLE_DURATION); bubbles.Add(bubble2); lineRotation = (float)Math.Atan2(bubble2.yPos - bubble1.yPos, bubble2.xPos - bubble1.xPos); scaleX = (float)(Math.Sqrt((Math.Pow(bubble2.xPos - bubble1.xPos, 2) + Math.Pow(bubble2.yPos - bubble1.yPos, 2))) / GameConfig.BUBBLE_WIDTH); scaleVector = new Vector2(scaleX, 1.0f); break; } }
public BubbleSet(BubbleSetType type, Dictionary<BubbleState, Texture2D> textureList, Texture2D lineTexture, EffectHandler effectHandler) { this.type = type; this.currentState = BubbleSetState.APPEARING; this.handTextureList = textureList; this.lineTexture = lineTexture; this.lineAlpha = GameConfig.LINE_ALPHA; this.effectHandler = effectHandler; createSet(); }