public void Update(NinjaGaiDemake_Game game, float deltaTime) { // move with player position.X += speed * (int)dir; // update bounding box boundingBox.UpdatePosition(new Vector2(position.X, position.Y)); if (behaviour == Behaviour.PATH) { if (position.X < min.X) { dir = Direction.RIGHT; } else if (position.X > max.X) { dir = Direction.LEFT; } } // Sword Collision if (game.player.isUsingSword) { if (this.boundingBox.Intersects(game.player.sword.BoundingBox)) { this.isAlive = false; } } }
public void Update(NinjaGaiDemake_Game game, float deltaTime) { // move with player position.X += speed * (int)dir; // update bounding box boundingBox.UpdatePosition(new Vector2(position.X, position.Y)); if (behaviour == Behaviour.PATH) { if (position.X < min.X) dir = Direction.RIGHT; else if (position.X > max.X) dir = Direction.LEFT; } // Sword Collision if (game.player.isUsingSword) if (this.boundingBox.Intersects(game.player.sword.BoundingBox)) { this.isAlive = false; } }
// vvvvvvvvvv TRASH vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ public void Initialize(NinjaGaiDemake_Game game, Texture2D a_texture, Vector2 a_position, Weapon a_sword) { // temp color = Color.White; scale = 0.4f; IsAlive = true; health = 15; this.game = game; // set texture // ** to be animation later ** playerTexture = a_texture; // Set starting position Position = a_position; // original width and height of texture width = playerTexture.Width; height = playerTexture.Height; // Set health // set collision area calculation variables thirdOfWidth = Width / 3f; halfOfWidth = Width / 2f; quarterOfHeight = Height / 4f; thirdOfHeight = Height / 3f; halfOfHeight = Height / 2f; // set smaller collision areas CollisionTop = new BoundingRect(this.Position.X + thirdOfWidth, this.Position.Y - 5f, thirdOfWidth, quarterOfHeight + 10f); CollisionBottom = new BoundingRect(this.Position.X + thirdOfWidth, this.Position.Y + quarterOfHeight * 3f, thirdOfWidth, quarterOfHeight + 5f); CollisionLeft = new BoundingRect(this.Position.X, this.Position.Y + quarterOfHeight, halfOfWidth, halfOfHeight); CollisionRight = new BoundingRect(this.Position.X + halfOfWidth, this.Position.Y + quarterOfHeight, halfOfWidth, halfOfHeight); // set broad collision area BoundingBox = new BoundingRect(this.Position.X - 10f, CollisionTop.Position.Y, this.Width + 20f, this.Height + 10f); // Set player health //health = 100; fuel = 100; fuelOutline = new Rectangle(8, 64, 201, 20); fuelFill = new Rectangle(9, 64, fuelFill.X + (fuel * 25), 19); // weapons sword = a_sword; isUsingSword = false; // sound effects // jetFart = game.Content.Load<SoundEffect>("Sound\\Fart"); //squeak = game.Content.Load<SoundEffect>("Sound\\ShortSqueak"); //Creating effect Instance //jetFartEffect = jetFart.CreateInstance(); //jetFartEffect.Volume = 0.01f; //jetFartEffect.IsLooped = false; ////Creating an instance of squeak //squeakEffect = squeak.CreateInstance(); //squeakEffect.Volume = 0.1f; //squeakEffect.IsLooped = false; }
static void Main() { using (var game = new NinjaGaiDemake_Game()) game.Run(); }