// Constructor public HorizontalThwomp(float x, float y, Graphics.Flip flip = Graphics.Flip.None) : base(x, y, flip) { height /= 2; target.X = 0.0f; speed.X = 0.0f; waving = false; shake = false; }
// Constructor public VerticalThwomp(float x, float y, Graphics.Flip flip = Graphics.Flip.None) : base(x, y, flip) { width /= 2; target.Y = 0.0f; speed.Y = 0.0f; waving = false; shake = false; }
// Constructor public Enemy(float x, float y, Graphics.Flip flip = Graphics.Flip.None) { const float DEFAULT_WAVE_SPEED = 0.15f; pos.X = x; pos.Y = y; startPos = pos; wave = (float)((new Random()).NextDouble() * Math.PI * 2); waveSpeed = DEFAULT_WAVE_SPEED; waving = true; exist = true; inCamera = true; getCollision = true; width = Stage.TILE_SIZE; height = Stage.TILE_SIZE; speed.X = 0.0f; speed.Y = 0.0f; target.X = 0.0f; target.Y = 0.0f; acc.X = 1.0f; acc.Y = 1.0f; moveDir = 1; // Create sprite spr = new Sprite(SPRITE_WIDTH, SPRITE_HEIGHT); this.flip = flip; // Animate (to get the correct frame for rendering // before updated) Animate(0.0f); }
// Draw a scaled sprite public void Draw(Graphics g, Bitmap bmp, int dx, int dy, int dw, int dh, Graphics.Flip flip = Graphics.Flip.None) { DrawFrame(g, bmp, frame, row, dx, dy, dw, dh, flip); }
// Draw a frame public void DrawFrame(Graphics g, Bitmap bmp, int frame, int row, int dx, int dy, Graphics.Flip flip) { DrawFrame(g, bmp, frame, row, dx, dy, w, h, flip); }
// Draw a scaled frame public void DrawFrame(Graphics g, Bitmap bmp, int frame, int row, int dx, int dy, int dw, int dh, Graphics.Flip flip = Graphics.Flip.None) { g.DrawScaledBitmapRegion(bmp, w * frame, h * row, w, h, dx, dy, dw, dh, flip); }
// Constructor public FallingFly(float x, float y, Graphics.Flip flip = Graphics.Flip.None) : base(x, y, flip) { width /= 2; target.Y = 0.0f; speed.Y = 0.0f; }