public LocationObject(Item i, Location loc) : base(loc) { item = i; sprite = Game1.CreateSingleAnimatedSprite(item.SpriteName(), item.AnimationName(), item.AnimationFrames(), isLooping: false); posX = Game1.tileSize * 4; posY = Game1.tileSize * 5; collisionBox = MakeCollisionBoundingBox(); }
public InventoryStack(Item i, int x = 0, int y = 0, int count = 1) { Item = i; posX = x; posY = y; sprite = Game1.CreateSingleAnimatedSprite(Item.SpriteName(), Item.AnimationName(), Item.AnimationFrames(), isLooping: false); Count = count; }
public Projectile(Character caster, Location loc) : base(loc) { speed = 0.4f; switch (caster.FacingDirection()) { case Direction.Right: { velocityX = speed; velocityY = 0; break; } case Direction.Left: { velocityX = -speed; velocityY = 0; break; } case Direction.Down: { velocityX = 0; velocityY = speed; break; } case Direction.Up: { velocityX = 0; velocityY = -speed; break; } } //Vector2 v = caster.Velocity(); //velocityX = (velocityX + v.X) / 2; //velocityY = (velocityY + v.Y) / 2; sprite = Game1.CreateSingleAnimatedSprite("spriteSheets/potions/firepot", "animations/firepot", new int[] { 0 }, isLooping: false); Vector2 v = caster.GetPosition(); posX = (int)v.X; posY = (int)v.Y; collisionBox = MakeCollisionBoundingBox(); Active = true; }