// constructor public Player(Vector3 velocity, Animation[] animations, string[] names, Vector3 location, Rectangle rectangle, int life, int moneyGoal) : base(velocity, animations, names, location, rectangle) { startLoc = location; // not currently used for anything, but will be implemented by next milestone. lives = life; moneyNeeded = moneyGoal; moneyCollected = 0; attackLength = 0; currentWeapon = null; currentDisguise = null; }
// creates a weapon with a given position, durability before breaking, and type of weapon (vase, tray, candlestick) // and sets the animation based on the weapon type. public static Weapon GenerateWeapon(Vector3 position, int durability, string weaponType) { Weapon weapon = new Weapon( GameVariables.GetWeaponAnimations(weaponType), new String[1] { weaponType }, position, new Rectangle( (int)position.X, (int)position.Y, GameVariables.tileWidth, GameVariables.tileHeight), durability); weapon.CurrentAnimation = weaponType; return weapon; }