public PathRenderer(ConnectedSwapBlock block) : base(block.Position) { this.block = block; Depth = Depths.BGDecals - 1; timer = Calc.Random.NextFloat(); }
public override void LoadContent(bool firstLoad) { _SpriteBank = new SpriteBank(GFX.Game, "Graphics/CommunalHelper/Sprites.xml"); StationBlock.InitializeParticles(); StationBlockTrack.InitializeTextures(); TrackSwitchBox.InitializeParticles(); DreamTunnelRefill.InitializeParticles(); DreamTunnelDash.InitializeParticles(); DreamMoveBlock.InitializeParticles(); DreamSwitchGate.InitializeParticles(); ConnectedMoveBlock.InitializeTextures(); ConnectedSwapBlock.InitializeTextures(); HeartGemShard.InitializeParticles(); Melvin.InitializeTextures(); Melvin.InitializeParticles(); RailedMoveBlock.InitializeTextures(); DreamBooster.InitializeParticles(); DreamJellyfish.InitializeTextures(); DreamJellyfish.InitializeParticles(); Chain.InitializeTextures(); }
/* * Appears to set the player to its climbing state (player.StateMachine.State = 1), * therefore cancelling the dash, and resetting the speed back to Vector.Zero. * Does that if the Connected Swap Blocks and the player are moving in the same direction (?) * (swapBlock.Direction.X == Math.Sign(player.DashDir.X)) */ private static bool Player_ClimbConnectedSwapBlockCheck(Player player) { ConnectedSwapBlock swapBlock = player.CollideFirst <ConnectedSwapBlock>(player.Position + Vector2.UnitX * Math.Sign(player.DashDir.X)); if (swapBlock != null && swapBlock.Direction.X == Math.Sign(player.DashDir.X)) { player.StateMachine.State = 1; player.Speed = Vector2.Zero; return(true); } return(false); }
public ConnectedSwapBlockBGTilesRenderer(ConnectedSwapBlock block) { this.block = block; Depth = Depths.Player + 1; }