Пример #1
0
        public Hero(ContentManager cnt, LevelBase level)
        {
            LoadTextures(cnt);

            _level = level;
            delay  = new Delay(0.15f);

            // hero positie geven op veld
            positie = _level.beginPositieHero;
            tempPos = _level.beginPositieHero;

            //BUG AT RIGHT SIDE BLOK COLLISION

            //collision detection vierkant aanmaken
            collisionRectangle       = new Rectangle((int)positie.X + 22, (int)positie.Y + 30, 19, 25);
            collisionRectangleTop    = new Rectangle((int)positie.X + 22, (int)positie.Y + 30, 19, 1);
            collisionRectangleBottom = new Rectangle((int)positie.X + 22, (int)positie.Y + 48, 19, 10);
            collisionRectangleLeft   = new Rectangle((int)positie.X + 47, (int)positie.Y + 20, 10, 25);
            collisionRectangleRight  = new Rectangle((int)positie.X + 12, (int)positie.Y + 20, 10, 25);

            seJump                 = cnt.Load <SoundEffect>("effects/jump");
            soundEffectJump        = seJump.CreateInstance();
            soundEffectJump.Volume = 0.3f;

            hasJumped = true;
        }
Пример #2
0
 public AllLevels(ContentManager content)
 {
     startScherm = new Startscherm(content);
     eindScherm  = new Eindscherm(content);
     level1      = new Level1(content);
     level2      = new Level2(content);
     huidigLevel = startScherm;  //dient aangepast te worden naar startscherm
 }
Пример #3
0
 public void nextLevel()
 {
     if (huidigLevel == level1)
     {
         huidigLevel = level2;
     }
     else if (huidigLevel == level2)
     {
         huidigLevel = eindScherm;
     }
 }
Пример #4
0
        public Acorn(ContentManager cnt, LevelBase level, Vector2 beginPositie) : base(cnt, level)
        {
            positie      = beginPositie;
            startPositie = beginPositie;

            collisionRectangle       = new Rectangle((int)positie.X, (int)positie.Y, 16, 14);
            collisionRectangleTop    = collisionRectangle;
            collisionRectangleBottom = collisionRectangle;
            collisionRectangleLeft   = collisionRectangle;
            collisionRectangleRight  = collisionRectangle;

            seCollect                 = cnt.Load <SoundEffect>("effects/Pickup_Coin");
            soundEffectCollect        = seCollect.CreateInstance();
            soundEffectCollect.Volume = 0.5f;

            LoadTextures(cnt);
        }
Пример #5
0
 public void restartGame()
 {
     huidigLevel = startScherm;
 }
Пример #6
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 public void StopGame()
 {
     huidigLevel = eindScherm;
 }
Пример #7
0
 public void startGame()
 {
     huidigLevel = level1;
 }
Пример #8
0
 public Enemy(ContentManager cnt, LevelBase level) : base()
 {
     _level = level;
     delay  = new Delay(0.15f);
 }