public AnimatedSprite(Vector2 position, AnimatedSpriteDef definition) { this.definition = definition; this.position = position; CurrentFrame = new Point(); frameRate = definition.FrameRate; texture = TurkeySmashGame.content.Load<Texture2D>(definition.AssetName); }
/// <summary> /// Classe Character animée et possédant un body /// </summary> /// <param name="world">Monde dans le lequel ce trouve le character</param> /// <param name="position">En DisplayUnits(pixels)</param> /// <param name="density">Calcule du poids en fonction de la taille</param> /// <param name="bodySize">En DisplayUnits(pixels)</param> /// <param name="playerindex"></param> /// <param name="definition">Propriétés de l'image animée</param> public Character(World world, Vector2 position, float density, Vector2 bodySize, PlayerIndex playerindex, AnimatedSpriteDef definition) : base(position, definition) { this.playerindex = playerindex; this.world = world; this.bodySize = bodySize; body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(bodySize.X * scale), ConvertUnits.ToSimUnits(bodySize.Y * scale), density); body.BodyType = BodyType.Dynamic; body.Position = ConvertUnits.ToSimUnits(position); body.Restitution = 0.3f; body.FixedRotation = true; body.Friction = 0.1f; FarseerBodyUserData userData = new FarseerBodyUserData { AssociatedName = definition.AssetName, IsCharacter = true, Pourcent = 0, LastHit = 0 }; body.UserData = userData; textures.Add(TurkeySmashGame.content.Load<Texture2D>("Jeu\\particules\\star")); textures.Add(TurkeySmashGame.content.Load<Texture2D>("Jeu\\particules\\diamond")); CurrentFrame = new Point(0, 1); punchCharacter = TurkeySmashGame.content.Load<SoundEffect>("Sons\\effets\\PUNCH"); punchMiss = TurkeySmashGame.content.Load<SoundEffect>("Sons\\effets\\whoosh"); punchObjet = TurkeySmashGame.content.Load<SoundEffect>("Sons\\effets\\punchboite"); punchBonus = TurkeySmashGame.content.Load<SoundEffect>("Sons\\effets\\bonus"); teleportation = TurkeySmashGame.content.Load<SoundEffect>("Sons\\effets\\Teleportation"); }
public Level(World _world, string backgroundName, Character[] personnages, ContentManager content) { nextItemSpawn = ((OptionsCombat.itemSpawnMin + OptionsCombat.itemSpawnMax) / 2) * 1000; //init des premier spawn bonusSpawnMax = (int)(OptionsCombat.itemSpawnMax * 1.5f); bonusSpawnMin = (int)(OptionsCombat.itemSpawnMin * 1.5f); nextBonusSpawn = ((bonusSpawnMax + bonusSpawnMin) / 2) * 1000; this.world = _world; this.personnages = personnages; background = new Sprite(); background.Load(content, backgroundName); football.Load(TurkeySmashGame.content, "Jeu\\level2\\football"); caisseSprite.Load(TurkeySmashGame.content, "Jeu\\Objets\\caisse"); blocSwag.Load(TurkeySmashGame.content, "Jeu\\level2\\blocSwag"); pingpong.Load(TurkeySmashGame.content, "Jeu\\Objets\\PingPong"); baguette.Load(TurkeySmashGame.content, "Jeu\\Objets\\baguette"); pneu.Load(TurkeySmashGame.content, "Jeu\\Objets\\pneu"); pq.Load(TurkeySmashGame.content, "Jeu\\Objets\\rouleauPQ"); tv.Load(TurkeySmashGame.content, "Jeu\\Objets\\télé"); dinde.Load(TurkeySmashGame.content, "Jeu\\Objets\\dinde"); hamburger.Load(TurkeySmashGame.content, "Jeu\\Objets\\hamburger"); raquette.Load(TurkeySmashGame.content, "Jeu\\Objets\\raquette"); invincible.Load(TurkeySmashGame.content, "Jeu\\Objets\\invincible"); animSortie = new AnimatedSpriteDef() { AssetName = "Jeu\\effets\\Ejection", FrameRate = 60, FrameSize = new Point(81, 100), Loop = false, NbFrames = new Point(7, 1), }; Init(backgroundName); }
public Joueur(World world, Vector2 position, float density, Vector2 bodySize, PlayerIndex playerindex, AnimatedSpriteDef definition) : base(world, position, density, bodySize, playerindex, definition) { input = new Input(playerindex); }
public IA(World world, Vector2 position, float density, Vector2 bodySize, PlayerIndex player, AnimatedSpriteDef definition) : base(world, position, density, bodySize, player, definition) { }