Пример #1
0
        /// <summary>
        /// Takes in an ObjectData sturcture and pulls all data from it, and stores it in the proper variables.  Also takes in a texture to represent this object
        /// </summary>
        /// <param name="d">ObjectData structure.  Loaded from main game through ContentPipeline</param>
        /// <param name="tex">Texture to represent object.  Loaded from main game through ContentPipeline</param>
        public Object(ObjectData d, Texture2D tex)
        {
            speed = d.speed;
            position = Vector2.Zero;;
            image = d.image;
            texture = tex;
            origin = new Vector2(texture.Width / 2, texture.Height / 2);

            //angle and turnSpeed are stored as degrees in XML file.  Convert to radians
            angle = MathHelper.ToRadians(d.angle);
            turnSpeed = MathHelper.ToRadians(d.turnSpeed);
            Bounding = new RectangleF(position, texture);
        }
 /// <summary>
 /// Construct new PlayerInteractable from an ObjectData structure and a texture to represent this object
 /// </summary>
 /// <param name="d">ObjectData Structure loaded from main game from XML file through ContentPipeline</param>
 /// <param name="tex">Texture to represent this object</param>
 public PlayerInteractable(ObjectData d, Texture2D tex)
     : base(d, tex)
 {
     origin = new Vector2(tex.Width / 2, tex.Height / 2);
 }
Пример #3
0
 /// <summary>
 /// Constructs new multiplier from an ObjectData structure and a texture
 /// </summary>
 /// <param name="d">ObjectData structure loaded from an XML file that is loaded from the ContentPipeline</param>
 /// <param name="tex">Texture to represent that image</param>
 public Multiplier(ObjectData d, Texture2D tex)
     : base(d, tex)
 {
 }
 /// <summary>
 /// Construct a new health powerup.
 /// </summary>
 /// <param name="d">ObjectData structure loaded from an XML file through the ContentPipeline</param>
 /// <param name="tex">Texture to represent the powerup</param>
 public HealthPowerup(ObjectData d, Texture2D tex)
     : base(d, tex)
 {
     /*same constructor as PlayerInteractable*/
 }