public void CreateFighterPlayers(int amount) { fighterPlayers = new List <FighterPlayer>(); for (int i = 0; i < amount; i++) { Dictionary <string, Animation> fighterAnimations = new Dictionary <string, Animation>(); Texture2D texture = Content.Load <Texture2D>("Ape"); Animation animation = new Animation(texture); fighterAnimations.Add("idle", animation); Body body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(150), ConvertUnits.ToSimUnits(250), 10.0f); body.BodyType = BodyType.Dynamic; body.Position = ConvertUnits.ToSimUnits(100, 100); body.CollisionCategories = Category.Cat4; body.CollidesWith = Category.Cat1; body.Friction = 0.6f; Body feetSensor = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(150), ConvertUnits.ToSimUnits(251), 10.0f); feetSensor.BodyType = BodyType.Dynamic; feetSensor.IsSensor = true; feetSensor.CollisionCategories = Category.Cat3; feetSensor.CollidesWith = Category.Cat2; FighterPlayer player = new FighterPlayer(fighterAnimations, body, feetSensor, (PlayerIndex)i); fighterPlayers.Add(player); } }
public void CreateFighterPlayers(int amount, int health, int health2) { playersLeft = 0; fighterPlayers = new List <FighterPlayer>(); for (int i = 0; i < amount; i++) { Texture2D healthBar = Content.Load <Texture2D>("healthbar"); Texture2D redBar = Content.Load <Texture2D>("redbar"); Dictionary <string, Animation> attackAnimations = new Dictionary <string, Animation>(); Texture2D texture = Content.Load <Texture2D>("punchSwish"); Animation animation = new Animation(texture); attackAnimations.Add("punch", animation); Dictionary <string, Animation> fighterAnimations = new Dictionary <string, Animation>(); texture = Content.Load <Texture2D>("jump"); animation = new Animation(texture, 5, 0.75f, new Vector2(0, 0)); animation.runOnce = true; fighterAnimations.Add("jump", animation); texture = Content.Load <Texture2D>("walk"); animation = new Animation(texture, 8, 1f, new Vector2(0, 0)); fighterAnimations.Add("walk", animation); texture = Content.Load <Texture2D>("idle"); animation = new Animation(texture, 5, 0.75f, new Vector2(0, 0)); fighterAnimations.Add("idle", animation); texture = Content.Load <Texture2D>("run"); animation = new Animation(texture, 8, 1f, new Vector2(0, 0)); fighterAnimations.Add("run", animation); texture = Content.Load <Texture2D>("punch"); animation = new Animation(texture, 5, 0.5f, new Vector2(0, 0)); animation.runOnce = true; fighterAnimations.Add("punch", animation); texture = Content.Load <Texture2D>("death"); animation = new Animation(texture, 5, 0.75f, new Vector2(0, 0)); animation.runOnce = true; fighterAnimations.Add("death", animation); Body body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(120), ConvertUnits.ToSimUnits(250), 10.0f); body.BodyType = BodyType.Dynamic; body.Position = ConvertUnits.ToSimUnits(100 * (i * 18), 100); body.CollisionCategories = Category.Cat4; body.CollidesWith = Category.Cat1; body.Friction = 0.6f; Body feetSensor = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(90), ConvertUnits.ToSimUnits(260), 10.0f); feetSensor.BodyType = BodyType.Dynamic; feetSensor.IsSensor = true; feetSensor.CollisionCategories = Category.Cat3; feetSensor.CollidesWith = Category.Cat2; FighterPlayer player = new FighterPlayer(fighterAnimations, attackAnimations, healthBar, redBar, body, feetSensor, (PlayerIndex)i); if (i == 0) { player.hitPoints = health; } if (i == 1) { player.hitPoints = health2; } fighterPlayers.Add(player); } }