예제 #1
0
        //public float m_radius;

        public override void Init(Game1 inGame, Microsoft.Xna.Framework.Graphics.SpriteBatch a_sb, CLASSID a_type)
        {
            base.Init(inGame, a_sb, a_type);

            //m_classID = CLASSID.CLASSID_PLANET;

            //m_game.Content.Load<Texture2D>("planet");

            m_rot = 0.0f;

            m_pos = new Vector2(0, 0);

            m_centre = new Vector2(0,0);

            m_radius = -1;

//            m_radius = GetRadius(m_sprite.Width, m_sprite.Height);

        }
예제 #2
0
        private Boolean lastDir;    //last direction the player was moving - used to set correct idle animation orientation etc - true is left

        public override void Init(Game1 inGame, SpriteBatch a_sb, CLASSID a_type)
        {
            lastDir = false;
            base.Init(inGame, a_sb, a_type);

            m_classID = CLASSID.CLASSID_PLAYER;

            //hard set mass and friction
            m_mass = 50.0f;
            m_friction = 10.0f;
            
            
            m_hasCollided = false;

//            m_sprite = m_game.Content.Load<Texture2D>("player");

            m_rot = 0.0f;

//            m_centre = new Vector2(m_sprite.Width / 2, m_sprite.Height / 2);

            m_matrix *= Matrix.CreateTranslation(new Vector3(300,300,0));

            m_heading = new Vector2(0, 0);

//            m_pos = new Vector2(m_matrix.Translation.X, m_matrix.Translation.Y);

            m_pos = new Vector2(0, 0);

            m_planetRot = 0f;

            m_gravHeading = new Vector2(0, 0);

            m_newPlanet = false;

            m_killUpVelocity = false;

            m_isJumping = false;

            m_jumpStates.Add("start");
            m_jumpStates.Add("loop");
            m_jumpStates.Add("end");
        }
예제 #3
0
        public virtual void Init(Game1 inGame, SpriteBatch a_sb, CLASSID a_type)
        {
            m_classID = a_type;

            m_game = inGame;
            m_sb = a_sb;

            m_spriteEffect = SpriteEffects.None;

            m_matrix = Matrix.Identity;

            m_drawCollision = true;

            m_scale = 1;

            m_lineTexture = m_game.Content.Load<Texture2D>("edge_plain");

            m_classID = CLASSID.CLASSID_ACTOR;

            m_spriteManager = new SpriteManager();

            //init the sprite manager
            m_spriteManager.Init(this);
        }