/// <summary> /// Constructs a new /// </summary> public Boss(Vector2 position, string spriteSet, int health, int attack) { this.Position = position; this.Alive = true; this.SpecialAnimationDone = true; this.AttackOnce = true; this.Health = health; this.AttackStrength = attack; this.movement = 200; direction = Enums.FaceDirection.Left; movePlayer = new MovePlayer(); LoadContent(spriteSet); }
/// <summary> /// Constructors a new player. /// </summary> public LevelPlayer(Vector2 position) { movePlayer = new MovePlayer(); #region Moves List // Construct the master list of moves. moves = new Move[] { new Move(Enums.MoveState.Punch, Buttons.X), new Move(Enums.MoveState.Kick, Buttons.A), new Move(Enums.MoveState.SpecialCombo, Buttons.X | Buttons.A), new Move(Enums.MoveState.ComboKick, Direction.Down, Direction.DownRight, Direction.Right | Buttons.A), new Move(Enums.MoveState.ComboKick, Direction.Down, Direction.DownLeft, Direction.Left | Buttons.A), new Move(Enums.MoveState.FirePunch1, Direction.Down, Direction.DownRight, Direction.Right | Buttons.X), new Move(Enums.MoveState.FirePunch1, Direction.Down, Direction.DownLeft, Direction.Left | Buttons.X), new Move(Enums.MoveState.FinalCombo2, Buttons.B), }; #endregion // Construct a move list which will store its own copy of the moves array. moveList = new MoveList(moves); // Create an InputManager for player with a sufficiently large buffer. inputManager = new GamePlayInput((PlayerIndex)0, moveList.LongestMoveLength); Alive = true; Lives = 3; ComboCount = 3; Lv = 1; AttackStrength = 3; chainMoves.Capacity = 3; LoadContent(); Reset(position); }