public CrumblingBlock(Vector2 a_position, Vector2 a_dims) : base("Assets\\Tiles\\block_crumble", a_position, a_dims, new Vector2(10, 1)) { FrameAnimations = true; CurrentAnimation = 0; FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 0), 1, 33, 0, "Idle")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 0), 10, 128, 1, 10, Crumble, "Crumble")); }
public Demon(Vector2 a_position, Vector2 a_dimension) : base("Assets\\Enemies\\animacao_demon", a_position, a_dimension, new Vector2(6, 16)) { Health = 4.0f; HealthMax = Health; MovSpeed = 2f; MaxHSpeed = 3f; _originalXPos = a_position.X; Ori = GameGlobals.Orientation.LEFT; BoundingBoxOffset = new Vector4(.10f, .10f, .10f, .8f); FrameAnimations = true; CurrentAnimation = 0; FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 0), 6, 256, 0, "IdleR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 1), 6, 256, 0, "IdleL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 2), 6, 128, 0, "MoveR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 3), 6, 128, 0, "MoveL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 4), 6, 128, 1, 4, NormalAttack, "AttR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 5), 6, 128, 1, 4, NormalAttack, "AttL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 6), 3, 100, 1, "HurtR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 7), 3, 100, 1, "HurtL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 12), 4, 100, 1, 4, Die, "DieR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 13), 4, 100, 1, 4, Die, "DieL")); }
public WindEffect(Unit a_unit, Vector2 a_dims) : base("Assets\\Effects\\effect_tornado", a_unit.Position, a_dims, new Vector2(60, 1), 750) { _unit = a_unit; FrameAnimations = true; CurrentAnimation = 0; FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 0), 60, 10, 0, "Base")); }
public MainChar(string a_path, Vector2 a_position, Vector2 a_dimension, Vector2 a_frames) : base(a_path, a_position, a_dimension, a_frames) { Health = 5.0f; HealthMax = Health; Stamina = 5.0f; StaminaMax = Stamina; MovSpeed = 1.1f; MaxHSpeed = 7.5f; JumpSpeed = 26.1f; Ori = GameGlobals.Orientation.RIGHT; BoundingBoxOffset = new Vector4(.25f, .25f, .6f, .9f); FrameAnimations = true; CurrentAnimation = 0; FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 0), 3, 384, 0, "IdleR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 1), 3, 384, 0, "IdleL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 2), 6, 128, 0, "RunR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 3), 6, 128, 0, "RunL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 4), 4, 128, 1, "JumpR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 5), 4, 128, 1, "JumpL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 6), 2, 128, 0, "FallR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 7), 2, 128, 0, "FallL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 8), 6, 64, 1, 4, NormalAttack, "AttR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 9), 6, 64, 1, 4, NormalAttack, "AttL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 10), 2, 100, 0, "JattR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 11), 2, 100, 0, "JattL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 12), 4, 45, 1, 4, StopDashing, "DashR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 13), 4, 45, 1, 4, StopDashing, "DashL")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 14), 5, 100, 1, 5, Die, "DieR")); FrameAnimationList.Add(new FrameAnimation(new Vector2(FrameSize.X, FrameSize.Y), Frames, new Vector2(0, 15), 5, 100, 1, 5, Die, "DieL")); }