public Hero(ContentManager cnt, LevelBase level) { LoadTextures(cnt); _level = level; delay = new Delay(0.15f); // hero positie geven op veld positie = _level.beginPositieHero; tempPos = _level.beginPositieHero; //BUG AT RIGHT SIDE BLOK COLLISION //collision detection vierkant aanmaken collisionRectangle = new Rectangle((int)positie.X + 22, (int)positie.Y + 30, 19, 25); collisionRectangleTop = new Rectangle((int)positie.X + 22, (int)positie.Y + 30, 19, 1); collisionRectangleBottom = new Rectangle((int)positie.X + 22, (int)positie.Y + 48, 19, 10); collisionRectangleLeft = new Rectangle((int)positie.X + 47, (int)positie.Y + 20, 10, 25); collisionRectangleRight = new Rectangle((int)positie.X + 12, (int)positie.Y + 20, 10, 25); seJump = cnt.Load <SoundEffect>("effects/jump"); soundEffectJump = seJump.CreateInstance(); soundEffectJump.Volume = 0.3f; hasJumped = true; }
public AllLevels(ContentManager content) { startScherm = new Startscherm(content); eindScherm = new Eindscherm(content); level1 = new Level1(content); level2 = new Level2(content); huidigLevel = startScherm; //dient aangepast te worden naar startscherm }
public void nextLevel() { if (huidigLevel == level1) { huidigLevel = level2; } else if (huidigLevel == level2) { huidigLevel = eindScherm; } }
public Acorn(ContentManager cnt, LevelBase level, Vector2 beginPositie) : base(cnt, level) { positie = beginPositie; startPositie = beginPositie; collisionRectangle = new Rectangle((int)positie.X, (int)positie.Y, 16, 14); collisionRectangleTop = collisionRectangle; collisionRectangleBottom = collisionRectangle; collisionRectangleLeft = collisionRectangle; collisionRectangleRight = collisionRectangle; seCollect = cnt.Load <SoundEffect>("effects/Pickup_Coin"); soundEffectCollect = seCollect.CreateInstance(); soundEffectCollect.Volume = 0.5f; LoadTextures(cnt); }
public void restartGame() { huidigLevel = startScherm; }
public void StopGame() { huidigLevel = eindScherm; }
public void startGame() { huidigLevel = level1; }
public Enemy(ContentManager cnt, LevelBase level) : base() { _level = level; delay = new Delay(0.15f); }