public Player(Game1 game, World world, float ratio, float strength, Vector2 position,string texture_0_path,string texture_1_path, string texture_2_path, string texture_3_path, string textureMissilePath, string textureParticlePath) : base(game, world, texture_0_path,texture_1_path,texture_2_path,texture_3_path) { var texture_0 = Content.Load<Texture2D>(texture_0_path); var texture_1 = Content.Load<Texture2D>(texture_1_path); var texture_2 = Content.Load<Texture2D>(texture_2_path); var texture_3 = Content.Load<Texture2D>(texture_3_path); _missiles = new Missiles(game, world, ratio, textureMissilePath); particles = new ParticleEngine(game, textureParticlePath); _textureReference = texture_0; _ratio = ratio; Broken = false; Boosting = false; _boostTimer = 0; _Index = 0; Bullets = 4; Reload = false; CreatePlayerBreakableBody(strength, position); //ball = BodyFactory.CreateCircle(world, 5, 1, position: new Vector2(40,36)); //ball.BodyType = BodyType.Static; //ball.CollisionCategories = Category.Cat1; //ball.CollidesWith = Category.All; avion = new Sprite[4]; avion[0] = new Sprite(texture_0) { Position = this.Position, Rotation = this.Rotation }; avion[1] = new Sprite(texture_1) { Position = this.Position, Rotation = this.Rotation }; avion[2] = new Sprite(texture_2) { Position = this.Position, Rotation = this.Rotation }; avion[3] = new Sprite(texture_3) { Position = this.Position, Rotation = this.Rotation }; }
public Invader(Game1 game, World world, float ratio, string texturePath, string textureMissilePath, string textureParticlePath, BreakableBody target ) : base(game, world, texturePath) { _texture = Content.Load<Texture2D>(texturePath); invaders = new List<Sprite>(); invaderBreakableBody = new List<BreakableBody>(); _ratio = ratio; this.target = target; _missiles = new Missiles(game, world, ratio, textureMissilePath); particles = new ParticleEngine(game, textureParticlePath); Practice = false; }