public EntityLivingBase(Rectangle[] bounds) : base(bounds) { //TileMaps für die BegweungsAnimationen Bitmap[][] images = new Bitmap[][] { ResourceManager.GetImages(this, "Right"), ResourceManager.GetImages(this, "Left") }; //Einfärben für die Hurttime Bitmap[][] hurtTimeImages = new Bitmap[images.Length][]; for (int i = 0; i < images.Length; i++) { hurtTimeImages[i] = new Bitmap[images[i].Length]; for (int j = 0; j < images[i].Length; j++) { hurtTimeImages[i][j] = RenderUtils.PaintBitmap(images[i][j], Color.Red, true); } } //Erstellen der Bewegungs-Animation und this.animations = new FrameAnimation[] { new FrameAnimation(FPS, false, images[0]), new FrameAnimation(FPS, false, images[1]) }; this.hurtTimeAnimation = new FrameAnimation[] { new FrameAnimation(FPS, false, hurtTimeImages[0]), new FrameAnimation(FPS, false, hurtTimeImages[1]) }; Facing = EnumFacing.RIGHT; animation = animations[0]; //Erstellen der BoundingBox für Kollisionen Box = new BoundingBox(this, animation.Image.Width, animation.Image.Height); //Erstellen der Schlag- und TodesAnimation swing = CustomAnimation <float> .CreateDefaultAnimation(1.0f); swing.Toleranz = 1E-2f; swing.OnFinish += (object sender, EventArgs args) => { if (swing.Increments) { swing.Reverse(); } }; swing.Reverse(); death = CustomAnimation <float> .CreateDefaultAnimation(1.0f); death.Toleranz = 1e-5f; Health = 20; }