public LevelEditor() { //InputHelper.AddKey(Keys.Q); //InputHelper.AddKey(Keys.W); // just add all keys Keys[] allKeys = (Keys[])Enum.GetValues(typeof(Keys)); foreach (var key in allKeys) { InputHelper.AddKey(key); } InputHelper.KeyRelease += new KeyHandler(KeyboardInput_KeyRelease); InputHelper.MouseMove += new MouseMoveHandler(MouseInput_MouseMove); InputHelper.MouseDown += new MouseClickHandler(MouseInput_MouseDown); InputHelper.MouseUp += new MouseClickHandler(MouseInput_MouseUp); // tst actor navigation // Create behavior and the actor nav = new BehaviorNav(0.2f); nav.GoalReached += new EventHandler(nav_GoalReached); bot = new Actor("AI/arrow", Color.White); bot.Position = new Vector2(0, -380); bot.BehaviorList.Add(nav); } // LevelEditor()
/// <summary> Create Red Arrow Enemy with arrow Texture </summary> public Enemy(Vector2 setPosition, int setHitPoints) : base("AI/arrow", new Color(255, 0, 0)) { // Create animation _animationCogwheel = new Animation("Enemies/DerGeraet", 7, 5, 0, 32, 1000, true); //_animationCogwheel = new Animation("Enemies/cogwheel", 4, 12, 0, 48, 2000, true); _animationCogwheel.IsAlive = true; _animationCogwheel.Scale = 0.3f; // Assign hitpoints and create rectangle from Texture HitPoints = setHitPoints; body = BodyFactory.CreateRectangle(PhysicsGameScreen.World, ConvertUnits.ToSimUnits(Texture.Width), ConvertUnits.ToSimUnits(Texture.Height), density); body.UserData = "enemy"; // Create Behavior enemyNav = new BehaviorNav(0.2f); enemyNav.GoalReached += new EventHandler(enemyNav_GoalReached); enemyNav.NodeReached += new EventHandler(enemyNav_NodeReached); BehaviorList.Add(enemyNav); // set Position and start navigation Position = setPosition; NavigateToActor(Node.GetClosestNode(setPosition)); } // Enemy(Vector2 setPosition, int setHitPoints)