public TestEnemy(LevelState parentWorld, Vector2 position) { this.position = position; dimensions = new Vector2(48f, 48f); state = EnemyState.Moving; direction_facing = GlobalGameConstants.Direction.Right; velocity = new Vector2(0.0f, 0.0f); change_direction_time = 0.0f; change_direction = 0; changeDirectionIdleDuration = 300f; this.parentWorld = parentWorld; enemy_life = 10; enemy_damage = 1; damage_player_time = 0.0f; knockback_magnitude = 1.0f; walk_down = AnimationLib.loadNewAnimationSet("zippyDown"); walk_right = AnimationLib.loadNewAnimationSet("zippyRight"); walk_up = AnimationLib.loadNewAnimationSet("zippyUp"); current_skeleton = walk_right; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("run"); current_skeleton.Skeleton.FlipX = false; enemyAnim = AnimationLib.getFrameAnimationSet("enemyPic"); animation_time = 0.0f; }
public IdleChaseEnemy(LevelState parentWorld, Vector2 position) { this.position = position; dimensions = new Vector2(48.0f, 48.0f); velocity = new Vector2(0.0f, 0.0f); enemy_damage = 10; enemy_life = 15; distance = 0.0f; angle = 0.0f; angle1 = 0.0f; angle2 = 0.0f; knockback_magnitude = 2.0f; disable_movement_time = 0.0f; direction_facing = GlobalGameConstants.Direction.Right; change_direction_time = 0.0f; enemy_found = false; state = EnemyState.Idle; component = new IdleSearch(); this.parentWorld = parentWorld; walk_down = AnimationLib.loadNewAnimationSet("chaseDown"); walk_right = AnimationLib.loadNewAnimationSet("chaseRight"); walk_up = AnimationLib.loadNewAnimationSet("chaseUp"); current_skeleton = walk_right; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("idle"); current_skeleton.Skeleton.FlipX = false; chaseAnim = AnimationLib.getFrameAnimationSet("chasePic"); animation_time = 0.0f; }
public BroodLord(LevelState parentWorld, Vector2 position) { this.parentWorld = parentWorld; this.position = position; this.dimensions = GlobalGameConstants.TileSize * 1.5f; this.velocity = Vector2.Zero; minions = new BroodLing[minionCount]; for (int i = 0; i < minionCount; i++) { minions[i] = new BroodLing(parentWorld, Vector2.Zero, this); parentWorld.EntityList.Add(minions[i]); } broodState = BroodLordState.Idle; enemy_life = 25; enemy_type = EnemyType.Alien; prob_item_drop = 0.45; number_drop_items = 4; anim = AnimationLib.loadNewAnimationSet("broodlord"); anim.Animation = anim.Skeleton.Data.FindAnimation("idle"); animation_time = 0; deadCushySoundTimer = 0; }
public AlienChaser(LevelState parentWorld, Vector2 position) { this.parentWorld = parentWorld; this.position = position; this.dimensions = GlobalGameConstants.TileSize; enemy_type = EnemyType.Alien; enemy_life = 15; chaserState = SlowChaserState.Idle; direction_facing = GlobalGameConstants.Direction.Down; animation_time = 0.0f; konamiAlert = AnimationLib.getFrameAnimationSet("konamiPic"); number_drop_items = 4; prob_item_drop = 0.3f; directionAnims = new AnimationLib.SpineAnimationSet[4]; directionAnims[(int)GlobalGameConstants.Direction.Up] = AnimationLib.loadNewAnimationSet("alienChaserUp"); directionAnims[(int)GlobalGameConstants.Direction.Down] = AnimationLib.loadNewAnimationSet("alienChaserDown"); directionAnims[(int)GlobalGameConstants.Direction.Left] = AnimationLib.loadNewAnimationSet("alienChaserRight"); directionAnims[(int)GlobalGameConstants.Direction.Left].Skeleton.FlipX = true; directionAnims[(int)GlobalGameConstants.Direction.Right] = AnimationLib.loadNewAnimationSet("alienChaserRight"); for (int i = 0; i < 4; i++) { directionAnims[i].Animation = directionAnims[i].Skeleton.Data.FindAnimation("run"); } aggressionTime = 0.0f; }
public GuardMech(LevelState parentWorld, float initial_x, float initial_y) { position = new Vector2(initial_x, initial_y); melee_position = Vector2.Zero; dimensions = new Vector2(96, 120); velocity = new Vector2(0.8f, 0.0f); flame_position = Vector2.Zero; windup_timer = 0.0f; angle = 0.0f; turret_angle = angle; enemy_life = 75; disable_movement = false; disable_movement_time = 0.0f; enemy_found = false; change_direction_time = 0.0f; this.parentWorld = parentWorld; enemy_type = EnemyType.Guard; change_direction_time_threshold = 3000.0f; direction_facing = GlobalGameConstants.Direction.Right; prob_item_drop = 0.6; number_drop_items = 5; component = new MoveSearch(); mech_state = MechState.Moving; enemy_type = EnemyType.Guard; velocity_speed = 3.0f; entity_found = null; death = false; tank_hull_animation_time = 0.0f; explode_timer = 0.0f; rocket_angle = 0.0f; grenade = new Grenades(Vector2.Zero, 0.0f); walk_down = AnimationLib.loadNewAnimationSet("tankTurret"); current_skeleton = walk_down; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("idle"); current_skeleton.Skeleton.FlipX = false; animation_time = 0.0f; range_distance = 600.0f; tankAnim = AnimationLib.getFrameAnimationSet("tank"); tankDeadAnim = AnimationLib.getFrameAnimationSet("tankDead"); plasmaExplode = AnimationLib.getFrameAnimationSet("plasmaExplodeLong"); tankTurretDeadAnim = AnimationLib.getFrameAnimationSet("tankTurretDead"); rocketProjectile = AnimationLib.getFrameAnimationSet("rocketProjectile"); }
public BroodLing(LevelState parentWorld, Vector2 position, BroodLord lord) { minionState = BroodLingState.Dead; this.parentWorld = parentWorld; this.dimensions = GlobalGameConstants.TileSize * 0.6f; this.lord = lord; enemy_life = 0; enemy_type = EnemyType.Alien; animation_time = 0; anim = AnimationLib.loadNewAnimationSet("broodling"); eggAnim = AnimationLib.getFrameAnimationSet("broodEgg"); }
public GuardSquadLeader(LevelState parentWorld, float initial_x, float initial_y) { position = new Vector2(initial_x, initial_y); dimensions = new Vector2(48.0f, 48.0f); velocity = new Vector2(1.0f, 0f); component = new MoveSearch(); this.parentWorld = parentWorld; populateSquadMates(); direction_facing = GlobalGameConstants.Direction.Right; state = SquadLeaderState.Patrol; follow_point_1 = new Vector2((float)(CenterPoint.X + 64 * Math.Cos(-3 * Math.PI / 4)), (float)(CenterPoint.Y + 64 * Math.Sin(-3 * Math.PI / 4))); if (squad_mates[0] != null) { squad_mates[0].Follow_Point = follow_point_1; } if (squad_mates[1] != null) { squad_mates[1].Follow_Point = follow_point_2; } enemy_life = 30; enemy_damage = 5; disable_movement = false; disable_movement_time = 0.0f; enemy_found = false; change_direction_time = 0.0f; range_distance = 400.0f; change_direction_time_threshold = 5000.0f; enemy_type = EnemyType.Guard; death = false; windup_timer = 0.0f; prob_item_drop = 0.4; number_drop_items = 4; walk_down = AnimationLib.loadNewAnimationSet("squadLeaderDown"); walk_right = AnimationLib.loadNewAnimationSet("squadLeaderRight"); walk_up = AnimationLib.loadNewAnimationSet("squadLeaderUp"); current_skeleton = walk_right; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("run"); current_skeleton.Skeleton.FlipX = false; animation_time = 0.0f; }
public MutantAcidSpitter(LevelState parentWorld, float initial_x, float initial_y) { position = new Vector2(initial_x, initial_y); velocity_speed = 2.0f; velocity = new Vector2(velocity_speed, 0); dimensions = new Vector2(48.0f, 48.0f); enemy_damage = 4; enemy_life = 5; windup_timer = 0.0f; spitter_count = 0; change_direction_time = 0.0f; change_direction_time_threshold = 1000.0f; angle = 0.0f; range_distance = 500.0f; prob_item_drop = 0.3; number_drop_items = 4; state = SpitterState.Search; this.parentWorld = parentWorld; direction_facing = GlobalGameConstants.Direction.Right; enemy_type = EnemyType.Alien; entity_found = null; acid_pool = AnimationLib.getFrameAnimationSet("acidPool"); for (int i = 0; i < size_of_spit_array; i++) { projectile[i] = new SpitProjectile(new Vector2(0, 0), 0); projectile[i].active = false; } death = false; directionAnims = new AnimationLib.SpineAnimationSet[4]; directionAnims[(int)GlobalGameConstants.Direction.Up] = AnimationLib.loadNewAnimationSet("acidSpitterUp"); directionAnims[(int)GlobalGameConstants.Direction.Down] = AnimationLib.loadNewAnimationSet("acidSpitterDown"); directionAnims[(int)GlobalGameConstants.Direction.Left] = AnimationLib.loadNewAnimationSet("acidSpitterRight"); directionAnims[(int)GlobalGameConstants.Direction.Left].Skeleton.FlipX = true; directionAnims[(int)GlobalGameConstants.Direction.Right] = AnimationLib.loadNewAnimationSet("acidSpitterRight"); for (int i = 0; i < 4; i++) { directionAnims[i].Animation = directionAnims[i].Skeleton.Data.FindAnimation("run"); } }
public ChargerMutantEnemy(LevelState parentWorld, Vector2 position) { this.position = position; dimensions = new Vector2(32f, 96.0f); velocity = Vector2.Zero; disable_movement = false; disable_movement_time = 0.0f; windup_timer = 0.0f; knockback_magnitude = 8.0f; enemy_damage = 15; enemy_life = 20; enemy_found = false; change_direction_time = 0.0f; range_distance = 300.0f; charge_timer = 0.0f; alert_timer = 0.0f; range_distance = 600f; sound_timer = 0.0f; play_sound = true; prob_item_drop = 0.6; number_drop_items = 5; entity_found = null; state = ChargerState.search; enemy_type = EnemyType.Prisoner; component = new IdleSearch(); sound_alert = false; direction_facing = (GlobalGameConstants.Direction)(Game1.rand.Next() % 4); this.parentWorld = parentWorld; directionAnims = new AnimationLib.SpineAnimationSet[4]; directionAnims[(int)GlobalGameConstants.Direction.Up] = AnimationLib.loadNewAnimationSet("chargerUp"); directionAnims[(int)GlobalGameConstants.Direction.Down] = AnimationLib.loadNewAnimationSet("chargerDown"); directionAnims[(int)GlobalGameConstants.Direction.Left] = AnimationLib.loadNewAnimationSet("chargerRight"); directionAnims[(int)GlobalGameConstants.Direction.Left].Skeleton.FlipX = true; directionAnims[(int)GlobalGameConstants.Direction.Right] = AnimationLib.loadNewAnimationSet("chargerRight"); for (int i = 0; i < 4; i++) { directionAnims[i].Animation = directionAnims[i].Skeleton.Data.FindAnimation("idle"); } }
public MolotovEnemy(LevelState parentWorld, Vector2 position) { this.parentWorld = parentWorld; this.position = position; this.dimensions = GlobalGameConstants.TileSize; entity_found = null; molotovState = MolotovState.MoveWait; moveWaitStepping = false; moveWaitTimer = 0.0f; flame = new MolotovFlame(position); flame.active = false; this.enemy_type = EnemyType.Prisoner; direction_facing = (GlobalGameConstants.Direction)(Game1.rand.Next() % 4); range_distance = 400.0f; health = 15; prob_item_drop = 0.3; number_drop_items = 3; templateAnim = AnimationLib.getFrameAnimationSet("molotov"); flameAnim = AnimationLib.getFrameAnimationSet("molotovFlame"); animation_time = 0.0f; directionAnims = new AnimationLib.SpineAnimationSet[4]; directionAnims[(int)GlobalGameConstants.Direction.Up] = AnimationLib.loadNewAnimationSet("molotovUp"); directionAnims[(int)GlobalGameConstants.Direction.Down] = AnimationLib.loadNewAnimationSet("molotovDown"); directionAnims[(int)GlobalGameConstants.Direction.Left] = AnimationLib.loadNewAnimationSet("molotovRight"); directionAnims[(int)GlobalGameConstants.Direction.Left].Skeleton.FlipX = true; directionAnims[(int)GlobalGameConstants.Direction.Right] = AnimationLib.loadNewAnimationSet("molotovRight"); for (int i = 0; i < 4; i++) { directionAnims[i].Animation = directionAnims[i].Skeleton.Data.FindAnimation("run"); } enemy_type = EnemyType.Prisoner; }
public BallMutant(LevelState parentWorld, float initial_x, float initial_y) { position = new Vector2(initial_x, initial_y); dimensions = new Vector2(48f, 48f); velocity = Vector2.Zero; ball_coordinate = Vector2.Zero; state = mutantBallState.Search; component = new IdleSearch(); direction_facing = GlobalGameConstants.Direction.Right; radius = 0.0f; angle = 0.0f; change_direction_time = 0.0f; agressive_timer = 0.0f; distance = 0.0f; alert_timer = 0.0f; knockback_magnitude = 5.0f; range_distance = 250.0f; this.parentWorld = parentWorld; death = false; enemy_damage = 5; enemy_life = 5; enemy_type = EnemyType.Alien; prob_item_drop = 0.4; number_drop_items = 4; walk_down = AnimationLib.loadNewAnimationSet("ballMutantUp"); walk_right = AnimationLib.loadNewAnimationSet("ballMutantRight"); walk_up = AnimationLib.loadNewAnimationSet("ballMutantUp"); current_skeleton = walk_right; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("run"); current_skeleton.Skeleton.FlipX = false; //chaseAnim = AnimationLib.getFrameAnimationSet("chasePic"); animation_time = 0.0f; entity_found = null; chain_ball = AnimationLib.getFrameAnimationSet("snakeB"); }
public PatrolGuard(LevelState parentWorld, Vector2 position) { this.parentWorld = parentWorld; this.position = position; this.dimensions = GlobalGameConstants.TileSize; bulletAnim = AnimationLib.getFrameAnimationSet("testBullet"); deadCushySoundTimer = 0; bullets = new GunBullet[bulletSupply]; for (int i = 0; i < bulletSupply; i++) { bullets[i].active = false; } direction_facing = GlobalGameConstants.Direction.Down; guardState = PatrolGuardState.MoveWait; enemy_type = EnemyType.Guard; prob_item_drop = 0.3; number_drop_items = 3; directionAnims = new AnimationLib.SpineAnimationSet[4]; directionAnims[(int)GlobalGameConstants.Direction.Up] = AnimationLib.loadNewAnimationSet("patrolUp"); directionAnims[(int)GlobalGameConstants.Direction.Down] = AnimationLib.loadNewAnimationSet("patrolDown"); directionAnims[(int)GlobalGameConstants.Direction.Left] = AnimationLib.loadNewAnimationSet("patrolRight"); directionAnims[(int)GlobalGameConstants.Direction.Left].Skeleton.FlipX = true; directionAnims[(int)GlobalGameConstants.Direction.Right] = AnimationLib.loadNewAnimationSet("patrolRight"); for (int i = 0; i < 4; i++) { directionAnims[i].Animation = directionAnims[i].Skeleton.Data.FindAnimation("run"); } health = 15; //calculate the center of the chunk you're placed in chunkCenter.X = (((int)((position.X / (GlobalGameConstants.TileSize.X)) / GlobalGameConstants.TilesPerRoomWide)) * GlobalGameConstants.TilesPerRoomWide * GlobalGameConstants.TileSize.X) + ((GlobalGameConstants.TilesPerRoomWide / 2) * GlobalGameConstants.TileSize.X); chunkCenter.Y = (((int)((position.Y / (GlobalGameConstants.TileSize.Y)) / GlobalGameConstants.TilesPerRoomHigh)) * GlobalGameConstants.TilesPerRoomHigh * GlobalGameConstants.TileSize.Y) + ((GlobalGameConstants.TilesPerRoomHigh / 2) * GlobalGameConstants.TileSize.Y); retreatTimer = 0; }
public HookPrisonerEnemy(LevelState parentWorld, float initial_x, float initial_y) { position = new Vector2(initial_x, initial_y); dimensions = new Vector2(32f, 90.0f); velocity = Vector2.Zero; chain_velocity = Vector2.Zero; chain_dimensions = new Vector2(10.0f, 10.0f); chain_position = position; disable_movement = false; disable_movement_time = 0.0f; knockback_magnitude = 10.0f; enemy_damage = 20; enemy_life = 25; enemy_found = false; change_direction_time = 0.0f; range_distance = 300.0f; angle = 0.0f; animation_time = 0.0f; prob_item_drop = 0.5; number_drop_items = 5; state = ChainState.Moving; enemy_type = EnemyType.Prisoner; component = new MoveSearch(); en_chained = null; death = false; directionAnims = new AnimationLib.SpineAnimationSet[4]; directionAnims[(int)GlobalGameConstants.Direction.Up] = AnimationLib.loadNewAnimationSet("hookUp"); directionAnims[(int)GlobalGameConstants.Direction.Down] = AnimationLib.loadNewAnimationSet("hookDown"); directionAnims[(int)GlobalGameConstants.Direction.Left] = AnimationLib.loadNewAnimationSet("hookRight"); directionAnims[(int)GlobalGameConstants.Direction.Left].Skeleton.FlipX = true; directionAnims[(int)GlobalGameConstants.Direction.Right] = AnimationLib.loadNewAnimationSet("hookRight"); hook = AnimationLib.getFrameAnimationSet("hook"); this.parentWorld = parentWorld; }
public ChaseEnemy(LevelState parentWorld, float initial_x, float initial_y) { this.position = new Vector2(initial_x, initial_y); enemy_speed = 2.0f; velocity = new Vector2(0.0f, -1.0f * enemy_speed); dimensions = new Vector2(48f, 48f); sword_hitbox = new Vector2(48f, 48f); sword_position = position; state = ChaseState.search; chaseComponent = new Chase(); searchComponent = new MoveSearch(); component = searchComponent; direction_facing = GlobalGameConstants.Direction.Up; change_direction_time = 0.0f; this.parentWorld = parentWorld; enemy_found = false; player_in_range = false; chase_target = null; play_sound = true; enemy_type = EnemyType.Prisoner; enemy_damage = 1; enemy_life = 15; knockback_magnitude = 5.0f; wind_anim = 0.0f; number_drop_items = 3; prob_item_drop = 0.3; walk_down = AnimationLib.loadNewAnimationSet("chaseDown"); walk_right = AnimationLib.loadNewAnimationSet("chaseRight"); walk_up = AnimationLib.loadNewAnimationSet("chaseUp"); current_skeleton = walk_up; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("run"); current_skeleton.Skeleton.FlipX = false; chaseAnim = AnimationLib.getFrameAnimationSet("chasePic"); animation_time = 0.0f; }
public GuardSquadSoldiers(LevelState parentWorld, float initial_x, float initial_y) { position = new Vector2(initial_x, initial_y); dimensions = new Vector2(48.0f, 48.0f); velocity = new Vector2(0.0f, 0.0f); enemy_damage = 20; enemy_life = 30; knockback_magnitude = 2.0f; disable_movement = false; disable_movement_time = 0.0f; enemy_found = false; change_direction_time = 0.0f; range_distance = 300.0f; wind_up_timer = 0.0f; bullet_count = 0; bullet_timer = 0.0f; firing_timer = 0.0f; sight_angle1 = 1.047f; sight_angle2 = 2.094f; reset_state_flag = false; this.parentWorld = parentWorld; change_direction_time_threshold = 4000.0f; enemy_type = EnemyType.Guard; prob_item_drop = 0.6; number_drop_items = 5; walk_down = AnimationLib.loadNewAnimationSet("squadSoldierDown"); walk_right = AnimationLib.loadNewAnimationSet("squadSoldierRight"); walk_up = AnimationLib.loadNewAnimationSet("squadSoldierUp"); current_skeleton = walk_right; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("run"); current_skeleton.Skeleton.FlipX = false; animation_time = 0.0f; }
public ShopKeeper(LevelState parentWorld, Vector2 position) { this.parentWorld = parentWorld; this.position = position; this.velocity = Vector2.Zero; this.dimensions = GlobalGameConstants.TileSize; this.direction_facing = GlobalGameConstants.Direction.Down; greetingMessage = "Welcome to " + CampaignLobbyState.randomNames[Game1.rand.Next() % CampaignLobbyState.randomNames.Length] + "'s shop!"; playerInRange = false; state = ShopKeeperState.Normal; health = 40; projectile = new FireBall(new Vector2(-10, -10), 0.0f); projectile.active = false; fireballDelayPassed = 0.0f; switchItemPressed = false; shopKeeperFrameAnimationTest = AnimationLib.getFrameAnimationSet("fireball"); buyPic = AnimationLib.getFrameAnimationSet("buyPic"); leftBuyButton = AnimationLib.getFrameAnimationSet("gamepadLB"); rightBuyButton = AnimationLib.getFrameAnimationSet("gamepadRB"); //test shop data for now { for (int i = 0; i < 3; i++) { int rValue = Game1.rand.Next() % 14; if (rValue == 9) { rValue = 4; } // casting an int to item enum; no index for 9 itemsForSale[i] = (GlobalGameConstants.itemType)rValue; } for (int i = 0; i < 3; i++) { itemPrices[i] = GlobalGameConstants.WeaponDictionary.weaponInfo[(int)itemsForSale[i]].price; itemIcons[i] = GlobalGameConstants.WeaponDictionary.weaponInfo[(int)itemsForSale[i]].pickupImage; } } items[0] = new Pickup(parentWorld, new Vector2(-500, -500), itemsForSale[0]); items[1] = new Pickup(parentWorld, new Vector2(-500, -500), itemsForSale[1]); items[2] = new Pickup(parentWorld, new Vector2(-500, -500), itemsForSale[2]); parentWorld.EntityList.AddRange(items); directionAnims = new AnimationLib.SpineAnimationSet[4]; directionAnims[(int)GlobalGameConstants.Direction.Up] = AnimationLib.loadNewAnimationSet("shopUp"); directionAnims[(int)GlobalGameConstants.Direction.Down] = AnimationLib.loadNewAnimationSet("shopDown"); directionAnims[(int)GlobalGameConstants.Direction.Left] = AnimationLib.loadNewAnimationSet("shopRight"); directionAnims[(int)GlobalGameConstants.Direction.Left].Skeleton.FlipX = true; directionAnims[(int)GlobalGameConstants.Direction.Right] = AnimationLib.loadNewAnimationSet("shopRight"); for (int i = 0; i < 4; i++) { directionAnims[i].Animation = directionAnims[i].Skeleton.Data.FindAnimation("idle"); } for (int i = 0; i < 3; i++) { InGameGUI.prices[i].active = true; InGameGUI.prices[i].description = GlobalGameConstants.WeaponDictionary.weaponInfo[(int)itemsForSale[i]].name; InGameGUI.prices[i].price = GlobalGameConstants.WeaponDictionary.weaponInfo[(int)itemsForSale[i]].price.ToString(); InGameGUI.prices[i].position = position + new Vector2((-3 * GlobalGameConstants.TileSize.X) + (i * 3f * GlobalGameConstants.TileSize.X), (2.5f * GlobalGameConstants.TileSize.Y)) - (Game1.tenbyFive14.MeasureString(InGameGUI.prices[i].price) / 2) + new Vector2(0, 16); } }
public Player(LevelState parentWorld, float initial_x, float initial_y, InputDevice2.PPG_Player index) { position = new Vector2(initial_x, initial_y); dimensions = new Vector2(32.0f, 58.5f); velocity = Vector2.Zero; if (index == InputDevice2.PPG_Player.Player_1) { Player_Right_Item = getItemWhenLoading(GameCampaign.Player_Right_Item); Player_Left_Item = getItemWhenLoading(GameCampaign.Player_Left_Item); } else if (index == InputDevice2.PPG_Player.Player_2) { Player_Right_Item = getItemWhenLoading(GameCampaign.Player2_Item_1); Player_Left_Item = getItemWhenLoading(GameCampaign.Player2_Item_2); } state = playerState.Moving; disable_movement = false; direction_facing = GlobalGameConstants.Direction.Down; this.parentWorld = parentWorld; if (index == InputDevice2.PPG_Player.Player_1) { if (GameCampaign.PlayerColor == 0) { walk_down = AnimationLib.loadNewAnimationSet("jensenDown"); walk_right = AnimationLib.loadNewAnimationSet("jensenRight"); walk_left = AnimationLib.loadNewAnimationSet("jensenRight"); walk_up = AnimationLib.loadNewAnimationSet("jensenUp"); } else if (GameCampaign.PlayerColor == 1) { walk_down = AnimationLib.loadNewAnimationSet("jensenDown_RED"); walk_right = AnimationLib.loadNewAnimationSet("jensenRight_RED"); walk_left = AnimationLib.loadNewAnimationSet("jensenRight_RED"); walk_up = AnimationLib.loadNewAnimationSet("jensenUp_RED"); } else if (GameCampaign.PlayerColor == 2) { walk_down = AnimationLib.loadNewAnimationSet("jensenDown_PURPLE"); walk_right = AnimationLib.loadNewAnimationSet("jensenRight_PURPLE"); walk_left = AnimationLib.loadNewAnimationSet("jensenRight_PURPLE"); walk_up = AnimationLib.loadNewAnimationSet("jensenUp_PURPLE"); } else if (GameCampaign.PlayerColor == 3) { walk_down = AnimationLib.loadNewAnimationSet("jensenDown_BLUE"); walk_right = AnimationLib.loadNewAnimationSet("jensenRight_BLUE"); walk_left = AnimationLib.loadNewAnimationSet("jensenRight_BLUE"); walk_up = AnimationLib.loadNewAnimationSet("jensenUp_BLUE"); } else if (GameCampaign.PlayerColor == 4) { walk_down = AnimationLib.loadNewAnimationSet("jensenDown_CYAN"); walk_right = AnimationLib.loadNewAnimationSet("jensenRight_CYAN"); walk_left = AnimationLib.loadNewAnimationSet("jensenRight_CYAN"); walk_up = AnimationLib.loadNewAnimationSet("jensenUp_CYAN"); } else if (GameCampaign.PlayerColor == 5) { walk_down = AnimationLib.loadNewAnimationSet("jensenDown_BROWN"); walk_right = AnimationLib.loadNewAnimationSet("jensenRight_BROWN"); walk_left = AnimationLib.loadNewAnimationSet("jensenRight_BROWN"); walk_up = AnimationLib.loadNewAnimationSet("jensenUp_BROWN"); } } else if (index == InputDevice2.PPG_Player.Player_2) { if (GameCampaign.Player2Color == 0) { walk_down = AnimationLib.loadNewAnimationSet("femaleJensenDown"); walk_right = AnimationLib.loadNewAnimationSet("femaleJensenRight"); walk_left = AnimationLib.loadNewAnimationSet("femaleJensenRight"); walk_up = AnimationLib.loadNewAnimationSet("femaleJensenUp"); } else if (GameCampaign.Player2Color == 1) { walk_down = AnimationLib.loadNewAnimationSet("femaleJensenDown_RED"); walk_right = AnimationLib.loadNewAnimationSet("femaleJensenRight_RED"); walk_left = AnimationLib.loadNewAnimationSet("femaleJensenRight_RED"); walk_up = AnimationLib.loadNewAnimationSet("femaleJensenUp_RED"); } else if (GameCampaign.Player2Color == 2) { walk_down = AnimationLib.loadNewAnimationSet("femaleJensenDown_PURPLE"); walk_right = AnimationLib.loadNewAnimationSet("femaleJensenRight_PURPLE"); walk_left = AnimationLib.loadNewAnimationSet("femaleJensenRight_PURPLE"); walk_up = AnimationLib.loadNewAnimationSet("femaleJensenUp_PURPLE"); } else if (GameCampaign.Player2Color == 3) { walk_down = AnimationLib.loadNewAnimationSet("femaleJensenDown_BLUE"); walk_right = AnimationLib.loadNewAnimationSet("femaleJensenRight_BLUE"); walk_left = AnimationLib.loadNewAnimationSet("femaleJensenRight_BLUE"); walk_up = AnimationLib.loadNewAnimationSet("femaleJensenUp_BLUE"); } else if (GameCampaign.Player2Color == 4) { walk_down = AnimationLib.loadNewAnimationSet("femaleJensenDown_CYAN"); walk_right = AnimationLib.loadNewAnimationSet("femaleJensenRight_CYAN"); walk_left = AnimationLib.loadNewAnimationSet("femaleJensenRight_CYAN"); walk_up = AnimationLib.loadNewAnimationSet("femaleJensenUp_CYAN"); } else if (GameCampaign.Player2Color == 5) { walk_down = AnimationLib.loadNewAnimationSet("femaleJensenDown_BROWN"); walk_right = AnimationLib.loadNewAnimationSet("femaleJensenRight_BROWN"); walk_left = AnimationLib.loadNewAnimationSet("femaleJensenRight_BROWN"); walk_up = AnimationLib.loadNewAnimationSet("femaleJensenUp_BROWN"); } } remove_from_list = false; current_skeleton = walk_right; current_skeleton.Animation = current_skeleton.Skeleton.Data.FindAnimation("run"); death = false; enemy_type = EnemyType.Player; this.index = index; setAnimationWeapons(walk_down, GlobalGameConstants.Direction.Right); setAnimationWeapons(walk_right, GlobalGameConstants.Direction.Right); setAnimationWeapons(walk_left, GlobalGameConstants.Direction.Left); setAnimationWeapons(walk_up, GlobalGameConstants.Direction.Right); }