public void Initialize(List<Texture2D> charactersTexture, int type, GraphicsDevice graphicsDevice) { animation = new Animation(); Health = 100f; switch (type) { case 0: Strength = 30; Ammunition = 100; Speed = 8; animation.Initialize(charactersTexture.ElementAt(type), Vector2.Zero, 32, 32, 1, 100, Color.White, 1f, true); break; case 1: Strength = 15; Ammunition = 10; Speed = 12; animation.Initialize(charactersTexture.ElementAt(type), Vector2.Zero, 32, 32, 1, 100, Color.White, 1f, true); break; default: Strength = 100; Ammunition = 100; Speed = 1.0f; animation.Initialize(charactersTexture.ElementAt(type), Vector2.Zero, 32, 32, 1, 100, Color.White, 1f, true); break; } Health = 100; }
public void Initialize(Vector2 initialPosition, int shootDirection, Texture2D texture, float Damage, ConnectionTest con) { speed = 25f; this.con = con; direction = shootDirection; // Console.WriteLine("new projectile"); Position = initialPosition; sprite = new Animation(); sprite.Initialize(texture, Position, 64, 64, 3, 30, Color.White, 1, true); this.Damage = Damage; Active = true; spawnDuration = TimeSpan.FromSeconds(.5f); lifeTime = new Stopwatch(); lifeTime.Start(); }
private void createWalls(Texture2D barrierTexture) { int widthNeed = width / 32; int heightNeed = height / 32; for (int i = 0; i < widthNeed; i++) { Animation barrierAnimation = new Animation(); barrierAnimation.Initialize(barrierTexture, Vector2.Zero, 32, 32, 1, 30, Color.White, 1f, true); Barrier barr = new Barrier(); if (i != 0) barr.Initialize(barrierAnimation, new Vector2(walls[i - 1].Position.X + 32, 16), false, true); else barr.Initialize(barrierAnimation, new Vector2(16, 16), false, true); walls.Add(barr); } for (int i = 0; i < widthNeed; i++) { Animation barrierAnimation = new Animation(); barrierAnimation.Initialize(barrierTexture, Vector2.Zero, 32, 32, 1, 30, Color.White, 1f, true); Barrier barr = new Barrier(); if (i != 0) barr.Initialize(barrierAnimation, new Vector2(walls[i - 1].Position.X + 32, heightNeed * 32), false, true); else barr.Initialize(barrierAnimation, new Vector2(16, heightNeed * 32), false, true); walls.Add(barr); } for (int i = 0; i < heightNeed - 1; i++) { Animation barrierAnimation = new Animation(); barrierAnimation.Initialize(barrierTexture, Vector2.Zero, 32, 32, 1, 30, Color.White, 1f, true); int counter = walls.Count; Barrier barr = new Barrier(); if (i != 0 && i != heightNeed) { barr.Initialize(barrierAnimation, new Vector2(16, walls[counter - 1].Position.Y + 32), false, true); //Console.WriteLine(barr.Position); } else if (i == 0) { barr.Initialize(barrierAnimation, new Vector2(16, 48), false, true); // Console.WriteLine(barr.Position); // Console.WriteLine(walls.Count); } counter++; walls.Add(barr); } for (int i = 0; i < heightNeed - 1; i++) { Animation barrierAnimation = new Animation(); barrierAnimation.Initialize(barrierTexture, Vector2.Zero, 32, 32, 1, 30, Color.White, 1f, true); int counter = walls.Count; Barrier barr = new Barrier(); if (i != 0 && i != heightNeed) { barr.Initialize(barrierAnimation, new Vector2(widthNeed * 32 - 16, walls[counter - 1].Position.Y + 32), false, true); } else if (i == 0) { barr.Initialize(barrierAnimation, new Vector2(widthNeed * 32 - 16, 48), false, true); } counter++; walls.Add(barr); } }
private void createCollectables(Texture2D barrierTexture) { //Add collectables to the map Random r = new Random(); float posX; float posY; for (int i = 0; i < 10; i++) { posX = r.Next(40, width - 40); posY = r.Next(40, height - 40); Animation barrierAnimation = new Animation(); barrierAnimation.Initialize(barrierTexture, Vector2.Zero, 32, 32, 1, 30, Color.White, 1f, true); //Collectable coll = new Collectable(); //coll.Initialize(new Vector2(posX, posY)); //collectables.Add(coll); } }
private void AddBarrier() { Animation barrierAnimation = new Animation(); barrierAnimation.Initialize(wallTexture, Vector2.Zero, 16, 16, 1, 30, Color.White, 1f, true); Vector2 position = bPo; Barrier barrier = new Barrier(); barrier.Initialize(barrierAnimation, position, true, true); barriers.Add(barrier); Console.WriteLine("Barriers: {0}", barriers.Count); bPo.X += 16; }
private void received_collectables(List<Vector2> collectablesPosition, List<int> type) { //Console.WriteLine("got collectables"); List<Collectable> collectables = new List<Collectable>(); for(int i=0; i<collectablesPosition.Count; i++) { Animation collectableAnimation = new Animation(); collectableAnimation.Initialize(collectableTexture, Vector2.Zero, 32, 32, 1, 30, Color.White, 1f, true); Collectable coll = new Collectable(); coll.Initialize(new Vector2(collectablesPosition[i].X, collectablesPosition[i].Y), type[i]); coll.setAnimation(collectableAnimation); collectables.Add(coll); } level.setCollectables(collectables); }
private void received_barriers(List<Vector2> barriersPosition, List<int> type) { //Console.WriteLine("got collectables"); List<Barrier> barriers = new List<Barrier>(); for (int i = 0; i < barriersPosition.Count; i++) { Animation barrierAnimation = new Animation(); barrierAnimation.Initialize(barrierTexture, Vector2.Zero, 32, 32, 1, 30, Color.White, 1f, true); Barrier barr = new Barrier(); barr.Initialize(barrierAnimation, new Vector2(barriersPosition[i].X, barriersPosition[i].Y), true, false); barriers.Add(barr); } level.setBarriers(barriers); }