// *************************************************************************** // Konstruktor 1 public GameObject(ILocationBehavior locationBehavior, IRenderBehavior renderBehavior) { this.LocationBehavior = locationBehavior; this.Renderer = renderBehavior; GetRect = RectDefault; }
public StaticObject(ILocationBehavior location, IRenderBehavior renderer, bool locationSizing) : base(location, renderer) { if (locationSizing) LocationSizing(); allowToRotate = true; }
/// <summary> /// Kosntruktor /// </summary> /// <param name="locationBehavior"> Position des Spielers auf der Map </param> /// <param name="maxHealth"> Maximal Leben </param> /// <param name="health"> Aktuelles Leben </param> /// <param name="speed"> Bewegungsgeschwindigkeit </param> public Player(ILocationBehavior locationBehavior, float maxHealth, float health, float speed) : base(locationBehavior) { Buffs = new Dictionary<EBuffType, Buff>(); Speed = speed; MaxHealth = maxHealth; Health = maxHealth; // Texturen für Renderer laden RendererStanding = LoadedRenderer.GetStatic("S_Player_Standing"); RendererBigWeapon = LoadedRenderer.GetStatic("S_Player_BW"); RendererBigWeaponShot = LoadedRenderer.GetStatic("S_Player_BW_Shot"); RendererSmallWeapon = LoadedRenderer.GetStatic("S_Player_SW"); RendererSmallWeaponShot = LoadedRenderer.GetStatic("S_Player_SW_Shot"); RendererDying = LoadedRenderer.GetAnimation("A_Splatter_01"); RendererDying.PlayOnce(); Texture2D[] textureFootMoving = new[] { Main.ContentManager.Load<Texture2D>("images/character/left_foot"), Main.ContentManager.Load<Texture2D>("images/character/right_foot") }; RendererFootMoving = new AnimationRenderer(textureFootMoving, 4F); _footRenderer = new NoRenderer(); // Location für die Füße _footLocation = new MapLocation(locationBehavior.Position, new Vector2(textureFootMoving[0].Width, textureFootMoving[0].Height)); // Standardmäßig den StandingRenderer zuweisen //Renderer = RendererBigWeapon; // LocationSize anpassen LocationSizing(); LocationBehavior.Size = Renderer.Size; // Sollte LocationSizing machen // InventarListe init Inventar = new Dictionary<int, int>(); Shortcuts = new Dictionary<int, Weapon>(); // Schusstime auf 0 setzten _shotTimer = 0; // Poweruplist init ActivePowerups = new List<Powerup>(); // Liquids auf 0 setzten Liquids = new Vector3(0, 0, 0); // Rect Methode setzten base.GetRect = base.RectPlayer; }
public Enemy(ILocationBehavior locationBehavoir, IRenderBehavior renderBehavior, float ratOfFire, float attackDistance, float sightiningDistance, float maxHealth, float speed, float health, EEnemyType typeOfEnemy) : base(locationBehavoir, renderBehavior) { this.buffList = new List<Buff>(); this.ratOfFire = ratOfFire; this.AttackDistance = attackDistance; this.SightiningDistance = sightiningDistance; this.MaxHealth = maxHealth; TypOfEnemy = typeOfEnemy; lastAttack = 0; this.Speed = speed; this.Health = health; switch (typeOfEnemy) { case EEnemyType.E1: moveRenderer = LoadedRenderer.Get("A_Krabbler_Move"); standRenderer = LoadedRenderer.Get("A_Krabbler_Stand"); break; case EEnemyType.E2: moveRenderer = LoadedRenderer.Get("A_Schleimer_Move"); standRenderer = LoadedRenderer.Get("A_Schleimer_Stand"); break; case EEnemyType.E3: moveRenderer = LoadedRenderer.Get("A_StachelKrabbe_Move"); standRenderer = LoadedRenderer.Get("A_StachelKrabbe_Stand"); break; case EEnemyType.E4: moveRenderer = LoadedRenderer.Get("A_Schleimer_Move"); standRenderer = LoadedRenderer.Get("A_Schleimer_Stand"); break; case EEnemyType.E5: moveRenderer = LoadedRenderer.Get("A_RoterDrache_Move"); standRenderer = LoadedRenderer.Get("A_RoterDrache_Stand"); break; case EEnemyType.E6: moveRenderer = LoadedRenderer.Get("A_Hellboy_Move"); standRenderer = LoadedRenderer.Get("A_Hellboy_Stand"); break; } this.Activity = new NoActivity(); }
public StaticObject(ILocationBehavior location, IRenderBehavior renderer) : this(location, renderer, true) { }