public BasicEnemy(Texture2D texture) { originVector = new Vector2(texture.Width / 2, texture.Height / 2); randomSpawn(); boundRect = new Rectangle((int)position.X - (int)originVector.X, (int)position.Y - (int)originVector.Y, texture.Width, texture.Height); fireCounter = 0f; se = new World.Effects.ShieldEffect(); }
public Player(Texture2D sp) { position = new Vector2(0, 0); pos = position; this.texture = sp; originVector = new Vector2(texture.Width / 2, texture.Height / 2); se = new World.Effects.ShieldEffect(); radarTexture = Game1.contentManager.Load<Texture2D>("textures/radarTexture"); barTexture = Game1.contentManager.Load<Texture2D>("textures/barTexture"); radarRect = new Rectangle((int)radarPosition.X - (int)radarRadius, (int)radarPosition.Y - (int)radarRadius, (int)radarRadius * 2, (int)radarRadius * 2); boundRect = new Rectangle((int)position.X - (int)originVector.X, (int)position.Y - (int)originVector.Y, texture.Width, texture.Height); health = maxHealth; shield = maxShield; energy = maxEnergy; hpRect = new Rectangle(0, 0, 400 * (int)(health / maxHealth), 50); shieldRect = new Rectangle(0, 0, 400 * (int)(shield / maxShield), 50); energyRect = new Rectangle(0, 0, 400 * (int)(energy / maxEnergy), 50); currentLevel = -1; BasicEnemy.enemies = new List<BasicEnemy>(); }