public SpecialCollectable(Texture2D _Tex, Point _Position, Player _Player1, Opponent _Player2, int PitchWidth, int PitchHeight) { Player1 = _Player1; Player2 = _Player2; Tex = _Tex; Position = _Position; Health = 10; Speed = 12; MiddlePoint = new Point(Tex.Width / 2, Tex.Height / 2); QuadrantAmountX = (int)Math.Sqrt(AmountOfQuadrants); QuadrantAmountY = (int)Math.Sqrt(AmountOfQuadrants); int QuadrantWidth = (PitchWidth / QuadrantAmountX); int QuadrantHeight = (PitchHeight / QuadrantAmountY); int QuadrantX = -(PitchWidth / 2) + (QuadrantWidth/2); int QuadrantY = -(PitchHeight / 2) + (QuadrantHeight/2); int QuadListValue = 0; //Set Quadrant Positions for(int j = 0; j < QuadrantAmountY; j++) { for (int i = 0; i < QuadrantAmountX; i++) { QuadrantList.Add(new Quadrant(new Vector2(QuadrantX, QuadrantY), QuadrantWidth, QuadrantHeight,i,j)); GridPosition.Add(new Vector2(i, j), QuadListValue); QuadListValue++; QuadrantX += QuadrantWidth; } QuadrantX = -(PitchWidth / 2) + (QuadrantWidth / 2); QuadrantY += QuadrantHeight; } DrawRectangle = new Rectangle(Position.X, Position.Y, Tex.Width, Tex.Height); }
public void InitializeGamePlay() { Vector2 Player1Position; Vector2 EnemyPosition; if (PlayerID == "Player1") { Player1Position = new Vector2(-200, 0) - new Vector2((MessiTex[0].Width/3)/2,MessiTex[0].Height/2); EnemyPosition = new Vector2(200, 0) - new Vector2((MessiTex[0].Width / 3) / 2, MessiTex[0].Height / 2); } else { Player1Position = new Vector2(200, 0) - new Vector2((MessiTex[0].Width / 3) / 2, MessiTex[0].Height / 2); ; EnemyPosition = new Vector2(-200, 0) - new Vector2((MessiTex[0].Width / 3) / 2, MessiTex[0].Height / 2); ; } if (MessiSelected) { Player1 = new Player(MessiTex, Player1Position, 3, "Messi", PlayerID, this); } else { Player1 = new Player(RonaldoTex, Player1Position, 3, "Ronaldo", PlayerID, this); } if (OpponentMessiSelected) { Player2 = new Opponent(MessiTex, EnemyPosition, 3, CollectableList, this); } else { Player2 = new Opponent(RonaldoTex, EnemyPosition, 3, CollectableList, this); } }