public Character(Vector2D position, Vector2D speed, DirectionAnimationCouple animationCouples, World world, string animation, int collisionLayer) : base(position) { this.collisionLayer = collisionLayer; this.world = world is LayeredWorld ? (LayeredWorld)world : world; this.speed = speed; this.position = position; this.animationCouples = animationCouples; this.animation = AnimationGroupManager.GetAnimationGroup(animation); this.animation.CurrentAnimation = animationCouples[Direction.Down]; }
public void Initialize() { world = WorldManager.GetWorld("loke"); }
private void SetWorldTeleporters(World world) { int x; int y; string target; string texture; string[] parts; for (int i = teleportationIndex + 1; i < lines.Length; i++) { parts = lines[i].Split(':', ','); texture = parts[0]; x = int.Parse(parts[1]); y = int.Parse(parts[2]); target = parts[3]; Teleporter teleporter = new Teleporter(new Vector2D(x, y), target, texture); world.AddTeleporter(teleporter); } }
private void SetPlayerPosition(World world) { int playerX = int.Parse(lines[StringHelper.GetSymbolIndex("player_x:", lines)].Split(':')[1]); int playerY = int.Parse(lines[StringHelper.GetSymbolIndex("player_y:", lines)].Split(':')[1]); world.PlayerStartPosition = new Vector2D(playerX, playerY); }