public MobSpawner(IEntitiesData engine, IActiveElements activeElements, IDrawer drawer, IPixSound sound, Player player) { size = 0; Engine = engine; Player = player; ActiveElements = activeElements; Drawer = drawer; Sound = sound; Randomizer = new Random(); }
public MovableObject(IActiveElements ActiveElements, IDrawer drawer, IMoveDefiner moveDefiner, PlayerStatus status, IPixSound sound, IMovableObjectParameters parameters) : base(0, 0, drawer) { status.OnDamageDeal = OnDamageDeal; this.ActiveElements = ActiveElements; this.moveDefiner = moveDefiner; this.status = status; Sound = sound; Parameters = parameters; speed = 0; TicksElapsed = Parameters.BlocksCollisionDelay; }
public PointerController(PlayerStatus status, ITileManager engine, IMoveDefiner moveDefiner, IDrawer drawer, IPixSound sound, IPointerControllerParameters parameters, IEntitiesData entities, IMouse mouse) : base(drawer) { this.status = status; Tiles = engine; this.moveDefiner = moveDefiner; Sound = sound; Parameters = parameters; Entities = entities; Mouse = mouse; ChangeStateOfPointerTask = new Task(ChangeStateOfPointer); }
public Zombie(IActiveElements ActiveElements, IDrawer drawer, IPixSound sound, Parameters parameters, Player player) : base(ActiveElements, drawer, null, new PlayerStatus(null, parameters), sound, parameters) { size = 10; parameters.moveSpeed = 3; parameters.DefaultColor = new Color(204, 51, 102); color = parameters.DefaultColor; var logic = new Monster_AI(this); OnWallHit += logic.Zombie_OnWallHit; moveDefiner = logic; Player = player; Timer = new Timer(2500); Timer.Elapsed += Timer_Elapsed; Timer.Start(); }
public Player(PauseForm pauseMenu, IActiveElements activeElements, IMoveDefiner definer, PlayerStatus status, IDrawer drawer, IMover mover, IPixSound sound, IMovableObjectParameters parameters, IGameScene scene, PointerController pointer) : base(activeElements, drawer, definer, status, sound, parameters) { position = new Vector2(0, 0); size = 10; image = 0; status.OnKill = KillPlayer; settingsForm = pauseMenu; Mover = mover; Scene = scene; Pointer = pointer; }