public Layer AddLayer(string layerName) { Layer layer = new Layer(); layer.Name = layerName; return this.AddLayer(layer); }
public Weapon(Layer bulletLayer) { this.WeaponType = new WeaponType(); this.BulletLayer = bulletLayer; this.FireRate = 0; }
public Player(Layer bulletLayer) : base(CharacterType.PLAYER) { this.BulletLayer = bulletLayer; this.Weapon = new Weapon(bulletLayer); this.LoadTexture("player"); this.AddChild(this.Weapon); }
public Bullet(Layer bulletLayer, BulletType bulletType) { this.Collidable = true; this.BulletType = bulletType; ParticleEffect effect = GameManager.Content.Load<ParticleEffect>(@"ParticleEffects/smoke1"); this.ParticleEngine = new ParticleEngine(effect); bulletLayer.AddChild(this.ParticleEngine); ParticleEffect effect2 = GameManager.Content.Load<ParticleEffect>(@"ParticleEffects/smokePuff"); this.ExplosionParticles = new ParticleEngine(effect2); bulletLayer.AddChild(this.ExplosionParticles); this.LoadTexture(this.BulletType.TextureName); this.AddCollisionGroup("bullet"); this.Deactivate(); }
public static void Initialize(Layer uiLayer) { DamageIndicator.UILayer = uiLayer; DamageIndicator.Pool = new Pool<DamageText>(50, false, DamageIndicator.IsTextActive, DamageIndicator.SetupText); }
public Director(Player player, Level level, Layer bulletLayer) { this.Player = player; this.Level = level; this.BulletLayer = bulletLayer; }
public Layer AddLayer(Layer layer) { this.Layers.Add(layer); return layer; }