protected override void onPickup(Player player) { // player.gunEquipped = new BasicGun(2, new LinearLocationEquation(-Math.PI / 2, 1), // GraphicsLoader.getGraphicsLoader().getTexture("bullet"), 500, TEAM.FRIENDLY); // player.gunEquipped.GunShotHandler += BHGame.Canvas.OnGunShot; //FIXME: player.gunEquipped = new Gun(1, GraphicsLoader.getGraphicsLoader().getBulletTexture(), BulletFactoryFactory.make("surround"), TEAM.FRIENDLY); player.gunEquipped.GunShotHandler += BHGame.Canvas.OnGunShot; }
private Player MakePlayer(Controller controller) { Texture2D playerTexture = graphicsLoader.getTexture("player"); Texture2D heartTexture = graphicsLoader.getTexture("heart"); // Texture2D playerTexture = null; Player player = new Player(canvas, playerTexture, new Vector2(SCREEN_WIDTH / 2 - playerTexture.Width / 2, 300), controller, heartTexture); player.SetSize(72, 100); player.gunEquipped = new Gun(.7F, GraphicsLoader.getGraphicsLoader().getTexture("player-bullet"), BulletFactoryFactory.make("basic"), TEAM.FRIENDLY, -Math.PI / 2); player.PropertyChanged += canvas.OnWeaponChange; player.gunEquipped.GunShotHandler += canvas.OnGunShot; player.Hitbox = new CollidingCircle(player.Location, new Vector2(player.Rect.Width / 2, player.Rect.Height / 2), 15); collisionManager.addToTeam(player, TEAM.FRIENDLY); return(player); }
private Enemy makeEnemy(string textureName, int health, Path path, string gunType, float delay, double scale = 1) { Texture2D texture = GraphicsLoader.getGraphicsLoader().getTexture(textureName); Enemy enemy; try { enemy = new Enemy(texture, path, health, BulletFactoryFactory.make(gunType), delay); } catch (Exception e) { Console.WriteLine("Error loading gun " + gunType); Console.WriteLine(e.Message); enemy = new Enemy(texture, path, health); } Gun gun = gunFactory.makeGun(gunType); enemy.Hitbox = HitboxRepo.getHitboxRepo().getHitbox(textureName).Copy(); enemy.Scale(scale); enemy.healthbar = new HealthBar(enemy.Location, new Vector2(8, 0), enemy.Rect.Width, 10, enemy.Health); return(enemy); }
public Player(Canvas canvas, Texture2D texture, Vector2 startLocation, Controller controller, Texture2D heart_texture) : base(texture, startLocation) { //invulnerable = true; this.respawnLocation = startLocation; this.canvas = canvas; InputControl.AssignPlayer(this); // gunEquipped = new BasicGun(1, new LinearLocationEquation(-Math.PI / 2, 1), // GraphicsLoader.getGraphicsLoader().getTexture("bullet"), 500, TEAM.FRIENDLY); // gunEquipped = new BasicGun(1, new LinearLocationEquation(-Math.PI / 2, 1), GraphicsLoader.getGraphicsLoader().getBulletTexture(), 1000, true); healthPoints = 5; //player lives MakeHearts(heart_texture); AddHearts(healthPoints); gunEquipped = new Gun(1, GraphicsLoader.getGraphicsLoader().getTexture("player-bullet"), BulletFactoryFactory.make("basic"), TEAM.FRIENDLY, -Math.PI / 2); subscribeToController(controller); }