public Player(ContentManager cm, SpriteBatch sb, GraphicsDeviceManager gdm) { //configures the image sheet associated with the player playerImageSheet = new AnimatedImage(cm, sb, gdm.GraphicsDevice, "PlayerImages/PlayerPlaceholderRefined", new Vector2(1372, 469), new Vector2(18, 5)); playerImageSheet.frameTimeLimit = 8; playerImageSheet.Initialize(); playerImageSheet.setFrameConfiguration(0, 0, 1); //playerImageSheet.isAnimating = false; boundingRectangleColor = cm.Load<Texture2D>("CollisionColor"); //sets the references to the spritebatch and content manager so this class can define items in the content pipeline and draw to the same area sbReference = sb; cmReference = cm; gdmReference = gdm; //environment variables previousWorldPosition = Vector2.Zero; currentWorldPosition = Vector2.Zero; velocity = new Vector2(8, 25); momentum = new Vector2(0,0); movingLeft = false; movingRight = false; movingUp = false; movingDown = false; standing = true; isJumping = false; isFalling = false; isFallingFromGravity = false; isDashing = false; exhaustedDash = false; jumpTimer = 0; jumpTimerMax = 20; dashTimer = 0; dashTimerMax = 10; currentActionHurdleReference = null; actionButtonBeingPressed = false; actionStateIsActive = false; hurdleActionStateActive = false; upTheHurdle = false; overTheHurdle = false; hurdleTimer = 0; hurdleTimerMax = 10; hurdleDistance = Vector2.Zero; facingLeft = false; facingRight = true; playerCollisionOccurred = false; collisionOnPlayerLeft = false; collisionOnPlayerRight = false; collisionOnPlayerTop = false; collisionOnPlayerBottom = false; }
public TiledPlatform(ContentManager cm, SpriteBatch sb, GraphicsDeviceManager gdm, bool cOnLeft, bool cOnRight, bool cOnTop, bool cOnBottom) { //configures the image sheet associated with the player imageSheet = new AnimatedImage(cm, sb, gdm.GraphicsDevice, "Square", new Vector2(16, 16), new Vector2(1, 1)); imageSheet.frameTimeLimit = 8; imageSheet.Initialize(); imageSheet.setFrameConfiguration(0, 0, 0); //imageSheet.isAnimating = false; //sets the references to the spritebatch and content manager so this class can define items in the content pipeline and draw to the same area sbReference = sb; cmReference = cm; gdmReference = gdm; //environment variables position = Vector2.Zero; platformSize = new Vector2(1, 1); //will multiply the player's velocity by the corresponding vectors terrainModifier = new Vector2(1.0f, 1.0f); movingLeft = false; movingRight = false; movingUp = false; movingDown = false; collidableOnLeft = cOnLeft; collidableOnRight = cOnRight; collidableOnTop = cOnTop; collidableOnBottom = cOnBottom; //equivilant of the player class is the boolean "standing", basically default state notMoving = true; //Pretty sure I won't need these and they'll be deprecated for the platform facingLeft = false; facingRight = true; }