public Player(Texture2D tex, Vector2 position, GetNearby nearby, GetDisplacement displace) : base(tex, position, nearby, displace) { RunFade = 900; Acceleration = 1400; MaxSpeed = 350; }
protected Obstacle(Texture2D tex, Vector2 pos, GetNearby nearby, GetDisplacement displace) : base(tex, pos, nearby, displace) { Collidable = true; Gravity = false; Position = pos; }
public Projectile(Texture2D tex, Vector2 pos, int speed, float dir, GetNearby nearby, GetDisplacement displace) : base(tex, pos, nearby, displace) { Speed = speed; Direction = dir; Velocity = new Vector2((float)(Math.Cos(Math.PI - Direction) * Speed), (float)(Math.Sin(Math.PI - Direction) * Speed)); Collidable = true; Gravity = false; }
protected Component(Texture2D tex, Vector2 position, GetNearby nearby, GetDisplacement displacement) { Position = position; Displacement = displacement; Velocity = new Vector2(); Collidable = true; Texture = tex; this.nearby = nearby; //manager = man }
public Creature(Texture2D tex, Vector2 position, GetNearby nearby, GetDisplacement displace) : base(tex, position, nearby, displace) { FacingRight = true; Gravity = true; Collidable = true; RunFade = 900; Acceleration = 1000; MaxSpeed = 100; JumpBoost = 500; }
public Enemy(Texture2D tex, Vector2 position, int scoreValue, int startMove, GetNearby nearby, GetDisplacement displace) : base(tex, position, nearby, displace) { ScoreValue = scoreValue; if (startMove != 0) { move = startMove; } else { move = -250; } Velocity = new Vector2(move, 0); }