private Player(Game1 game) : base(game, new Vector2(0, 0), "Player") { MaxHealth = 80; Health = MaxHealth; CM.Bang += new EventHandler<BangEventArgs>(OnBang); _inventory = new Inventory(); this.AddModule(new ThinkInputGuided()); this.AddModule(new Obstacle()); this.AddModule(new ExplodeAndLoot(null)); this.CanBeAttacked = true; }
private Player() : base(new Vector2(0, 0), "Player") { MaxHealth = 80; Health = MaxHealth; //DropShadow = true; CM.Bang += new EventHandler<BangEventArgs>(OnBang); this.AddModule(new ThinkInputGuided()); this.AddModule(new DamageFlash()); this.AddModule(new Obstacle()); this.CollideModule.MovingShape = new Rectangle(-16, -48, 32, 32); this.AddModule(new ExplodeAndLoot(Item.Nothing)); LoadContent(); _inventory = new Inventory((base._thinkModule as ThinkInputGuided).Swing); }
public InventoryDrawer(Inventory inventory) { _inventory = inventory; _itemCross = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/cross"), _crossPos, null, .5f); float panning = .36f; _slotPos1 = new Vector2(_itemCross.Center.X, _itemCross.Center.Y - _itemCross.Height * panning); _slotPos2 = new Vector2(_itemCross.Center.X + _itemCross.Width * panning, _itemCross.Center.Y); _slotPos3 = new Vector2(_itemCross.Center.X, _itemCross.Center.Y + _itemCross.Height * panning); _slotPos4 = new Vector2(_itemCross.Center.X - _itemCross.Width * panning, _itemCross.Center.Y); _selector = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/selector"), Vector2.Zero, panning * .4f, null); _selector.Position = _slotPos4; _potionBag = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/potion"), Vector2.Zero, panning * .3f, null); _potionBag.Position = _slotPos4; _telekinesis = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/telekinesis"), Vector2.Zero, panning * .3f, null); _telekinesis.Position = _slotPos2; _gun = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/gun"), Vector2.Zero, panning * .5f, null); _gun.Position = _slotPos1; _iceHammer = new MagicSprite(Game1.Instance.SpriteBatch, Game1.Instance.Content.Load<Texture2D>("sprite/ice"), Vector2.Zero, panning * .3f, null); _iceHammer.Position = _slotPos3; }