public Player(Texture2D texture, Rectangle spawnPos, int id) : base(texture, spawnPos, id) { if (_lifeBar == null) _lifeBar = ContentInterface.LoadTexture("White"); _pointer = new PlayerPointer(this._name, ContentInterface.LoadTexture("Arrow")); _speed = Vector2.Zero; _onGround = false; //_bodyParts = new List<BodyPart>(); _inventory = new Logic.Inventory(this); flying = true; _collisionOffset = new Vector4((((16 - spawnPos.Width) % 16 + 16) % 16) + 0.6f, 0, (((16 - spawnPos.Height) % 16 + 16) % 16) + 0.99975f, 0.0015f); //_completeBody = new BaseBody(null); int dim = _texture.Bounds.Height; _aniControl = new AnimationController(); _aniControl.Run = new Animation(100, dim,dim, new int[] { 0, 1, 2, 3, 4, 5, 6}); _aniControl.Idle = _aniControl.Run; _aniControl.Jump = new Animation(100, dim,dim, new int[] { 7, 8, 9, 10, 11, 12 }); _aniControl.Fly = new Animation(100, dim,dim, new int[] { 12 }); _aniControl.Fall = _aniControl.Fly; _aniControl.Land = new Animation(100, dim,dim, new int[] { 13, 14, 15, 16, 17 }); _aniControl.Wall = new Animation(100, dim,dim, new int[] { 18, 19, 20, 21, 22, 23 }); _attachedAnimations = new List<AnimationContainer>(); //CalculateTotalBonus(); }
public InventoryWindow(Vector2 position, Vector2 size, Inventory inventory) : base(position, size, ContentInterface.LoadTexture("UITest"), ContentInterface.LoadTexture("UITest")) { _size = size; _inventory = inventory; _lastActions = inventory.Actions; UpdateContent(); }
public Player(string CharFile, Rectangle spawnPos, int id) : base(null,spawnPos,id) { _inventory = new Logic.Inventory(this); if (_lifeBar == null) _lifeBar = ContentInterface.LoadTexture("White"); string fileContent = ContentInterface.LoadFile("chars/" + CharFile); string[] lines = fileContent.Split(new string[] { "\n", Environment.NewLine }, StringSplitOptions.None); int.TryParse(lines[0], out _rect.Width); int.TryParse(lines[1], out _rect.Height); int dimX; int dimY; int.TryParse(lines[2], out dimX); int.TryParse(lines[3], out dimY); string texture = lines[4]; _texture = ContentInterface.LoadTexture(texture); int.TryParse(lines[5], out _hp); _maxhp = _hp; _aniControl = new AnimationController(); for (int x = 0; x < lines.Length - 6; x++) { string[] nums = lines[6 + x].Split(new string[] { " " }, StringSplitOptions.RemoveEmptyEntries); int[] iNums = new int[nums.Length - 1]; for (int y = 0; y < nums.Length - 1; y++) { iNums[y] = int.Parse(nums[y + 1]); } int num = int.Parse(nums[0]); int dim = _texture.Bounds.Height; switch (x) { case 0: _aniControl.Run = new Animation(num, dimX, dimY, iNums); break; case 1: _aniControl.Idle = new Animation(num, dimX, dimY, iNums); break; case 2: _aniControl.Jump = new Animation(num, dimX, dimY, iNums); break; case 3: _aniControl.Fly = new Animation(num, dimX, dimY, iNums); break; case 4: _aniControl.Fall = new Animation(num, dimX, dimY, iNums); break; case 5: _aniControl.Land = new Animation(num, dimX, dimY, iNums); break; case 6: _aniControl.Wall = new Animation(num, dimX, dimY, iNums); break; default: _aniControl.AddAnimation(new Animation(num, dimX, dimY, iNums)); break; } } _speed = Vector2.Zero; _onGround = false; //_bodyParts = new List<BodyPart>(); flying = true; _collisionOffset = new Vector4((((16 - _rect.Width) % 16 + 16) % 16) + 0.6f, 0, (((16 - _rect.Height) % 16 + 16) % 16) + 0.99975f, 0.0015f); //_completeBody = new BaseBody(null); //CalculateTotalBonus(); _pointer = new PlayerPointer(this._name, ContentInterface.LoadTexture("Arrow")); _body = new Body.Body(this); _attachedAnimations = new List<AnimationContainer>(); }