public BasicPlayerBullet(GameScreen screen, Vector2 speed) : base(screen) { Texture2D rect = new Texture2D(Game1.Graphics.GraphicsDevice, 2, 2); Color[] data = new Color[2 * 2]; for (int i = 0; i < data.Length; ++i) { data[i] = Color.Black; } rect.SetData(data); Sprite sprite = new Sprite(this); sprite.AddImage(rect); Components.Add(sprite); Physics physics = new Physics(this); physics.GravityEnabled = false; physics.Solid = false; physics.Velocity = speed; Components.Add(physics); deleteTimer = new Timer(20, false); }
// Loads Sprite from reader public static Sprite LoadSprite(StreamReader reader, GameObject o) { Sprite sprite = new Sprite(o); string line; while ((line = GetLine(reader)) != "---") { switch (line) { case "Path": sprite.AddImage(GetLine(reader)); break; case "ImageSpeed": sprite.ImageSpeed = float.Parse(GetLine(reader), CultureInfo.InvariantCulture); break; case "Depth": sprite.Depth = float.Parse(GetLine(reader), CultureInfo.InvariantCulture); break; case "OriginX": sprite.SpriteOrigin.X = float.Parse(GetLine(reader), CultureInfo.InvariantCulture); break; case "OriginY": sprite.SpriteOrigin.Y = float.Parse(GetLine(reader), CultureInfo.InvariantCulture); break; } } return(sprite); }
// Draws components(Should not have any byt could be used for debugging) public override void Draw(SpriteBatch spriteBatch) { if (rectangle == null) { BoxCollider col = (BoxCollider)GetComponent <HitBox>().Colliders[0]; rectangle = new Sprite(this); Texture2D tex = CreateRect(col.Size); rectangle.AddImage(tex); rectangle.Depth = .75f; Components.Add(rectangle); } base.Draw(spriteBatch); }
// Constructor stufferoo for playerino public PlayerObjectOverworld(GameScreen screen) : base(screen) { // Cool sprite stuff sprite = new Sprite(this); sprite.Depth = .1f; sprite.AddImage("Sprites/Player/playerBattleScreenStill"); sprite.SpriteOrigin = new Vector2(24, 24); Components.Add(sprite); // HitBox COmponent hitBox = new HitBox(this); hitBox.Colliders.Add(new BoxCollider(new Vector2(14, 13))); hitBox.Colliders[0].Offset.X = -7; hitBox.Colliders[0].Offset.Y = 11; hitBox.Priority = 0; hitBox.Solid = true; Components.Add(hitBox); // Physics physics = new Physics(this); physics.Solid = true; physics.GravityEnabled = false; Components.Add(physics); // Camera screen.CamController.Target = this; screen.CamController.MovementAmount = new Vector2(.2f, .2f); // Depth fix Components.Add(new OverworldDepthFix(this)); // Controlls variables maxSpeed = 2; accelerationSpeed = .5f; slowDownSpeed = .25f; }
// Constructor stufferoo for playerino public PlayerObjectOverworldSidePerspective(GameScreen screen) : base(screen) { // Cool sprite stuff imageScale = 1; Sprite sprStill = new Sprite(this); sprStill.Depth = .1f; sprStill.AddImage("Sprites/Player/playerBattleScreenStill"); sprStill.SpriteOrigin = new Vector2(24, 24); Sprite sprMoving = new Sprite(this); sprMoving.Depth = .1f; sprMoving.AddImage("Sprites/Player/playerBattleScreenStill"); sprMoving.AddImage("Sprites/Player/playerBattleMoving"); sprMoving.ImageSpeed = .1f; sprMoving.SpriteOrigin = new Vector2(24, 24); Sprite sprJumping = new Sprite(this); sprJumping.Depth = .1f; sprJumping.AddImage("Sprites/Player/playerBattleMoving"); sprJumping.SpriteOrigin = new Vector2(24, 24); spriteManager = new SpriteManager(this); spriteManager.AddSprite("Still", sprStill); spriteManager.AddSprite("Moving", sprMoving); spriteManager.AddSprite("Jumping", sprJumping); Components.Add(spriteManager); // HitBox COmponent hitBox = new HitBox(this); hitBox.Colliders.Add(new BoxCollider(new Vector2(14, 43))); hitBox.Colliders[0].Offset.X = -7; hitBox.Colliders[0].Offset.Y = -19; hitBox.Solid = true; hitBox.Priority = 0; Components.Add(hitBox); // Physics physics = new Physics(this); physics.Solid = true; physics.GravityEnabled = true; Components.Add(physics); // Camera screen.CamController.Target = this; screen.CamController.MovementAmount = new Vector2(.2f, .05f); //screen.CamController.Static = true; //screen.CamController.SetPosition(new Vector2(330, 100)); // Controlls variables maxSpeed = 2; accelerationSpeed = .5f; airAccelerationSpeed = accelerationSpeed * 0.75f; slowDownSpeed = 0.25f; airSlowDownSpeed = slowDownSpeed * 0.5f; jumpHeight = 4.5f; minJumpHeight = jumpHeight / 2; Jumping = false; jumpBuffer = 0; }