public FollowSprite(Texture2D textureimage, Vector2 pos, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, UserControlledSprite player, int health) : base(textureimage, pos, frameSize, collisionOffset, currentFrame, sheetSize, speed) { this.player = player; this.health = health; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { timeSinceLastFire = 10000; // TODO: Add your initialization code here player = ((Game1)Game).spriteManager.player; weap1 = ((Game1)Game).spriteManager.weap1; weap2 = ((Game1)Game).spriteManager.weap2; weap3 = ((Game1)Game).spriteManager.weap3; weap4 = ((Game1)Game).spriteManager.weap4; weap5 = ((Game1)Game).spriteManager.weap5; // weap1f = ((Game1)Game).spriteManager.weap1f; // weap2f = ((Game1)Game).spriteManager.weap2f; weap3f = ((Game1)Game).spriteManager.weap3f; weap4f = ((Game1)Game).spriteManager.weap4f; weap5f = ((Game1)Game).spriteManager.weap5f; spriteBatch = ((Game1)Game).spriteManager.spriteBatch; base.Initialize(); }
public override void Initialize() { ResetSpawnTime(); SpawnBlock(((Game1)Game).rnd.Next(1, 4), new Vector2(300, 450)); SpawnBlock(((Game1)Game).rnd.Next(1, 4), new Vector2(400, 450)); SpawnBlock(((Game1)Game).rnd.Next(1, 4), new Vector2(650, 300)); SpawnBlock(((Game1)Game).rnd.Next(1, 3), new Vector2(1500, 300)); SpawnBlock(((Game1)Game).rnd.Next(1, 3), new Vector2(1500, 300)); SpawnBlock(((Game1)Game).rnd.Next(1, 3), new Vector2(2000, 400)); SpawnBlock(((Game1)Game).rnd.Next(1, 3), new Vector2(2500, 300)); player = new UserControlledSprite(Game.Content.Load <Texture2D>(@"Images/player"), Vector2.Zero, new Point(50, 50), 0, new Point(0, 0), new Point(0, 0), new Vector2(5, 3)); base.Initialize(); }
public FollowSprite(Texture2D textureimage, Vector2 pos, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerframe, UserControlledSprite player) : base(textureimage, pos, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerframe) { this.player = player; }