public EnemyVision(float sightForPlayerDistance, float enemySightDelay) { this.SightForPlayerDistance = sightForPlayerDistance; this.enemySightDelay = enemySightDelay; enemySawPlayerTimer = new Timer(); Reset(); }
// Constructor public Bullet(World world, Vector2 position, float width, float height, float distance, float rotation, float density, bool bulletGoneOnCollision) : base(world) { this.initialPosition = position; this.Width = ConvertUnits.ToSimUnits(width); this.Height = ConvertUnits.ToSimUnits(height); this.distance = distance; this.Done = false; doneTimer = new Timer(); // Make the bullet in the physics world this.physicsObj = new PhysicsObject(this, this.world, position, width, height, density); this.physicsObj.body.IgnoreGravity = true; this.physicsObj.body.Rotation = rotation; this.physicsObj.body.FixedRotation = true; // We want the bullet to disappear once it hits something if (bulletGoneOnCollision) { this.physicsObj.body.OnCollision += new OnCollisionEventHandler(onCollision); } else { this.physicsObj.body.OnCollision += new OnCollisionEventHandler(onSilentCollision); } }
public LivingEntityRepresentation(LivingEntity livingEntity) { this.livingEntity = livingEntity; blink = false; blinkTimer = new Timer(); blinkColor = new Color(255, 255, 255, 0); randomShake = new Random(); shakePositionOffset = Vector2.Zero; shakeTimer = new Timer(); }
// Constructor public FallingPlatformTile(World world, Vector2 position, float width, float fallDelay, float resetDelay) : base(world, width) { this.Fallen = false; this.CollidedWithLivingEntity = false; spawnPosition = position; fallTimer = new Timer(); this.fallDelay = fallDelay; resetTimer = new Timer(); this.resetDelay = resetDelay; SetUpPlatformTile(spawnPosition); }
public TrailParticleEmitter() { emissionTimer = new Timer(); }
public DebugComponent(Game1 game, ContentManager content, GraphicsDeviceManager graphics) : base(game) { this.game = game; this.content = content; this.graphics = graphics; debugTextTimer = new Timer(); }
public EnemyMovement(float turnAroundTimerDelay) { this.turnAroundTimerDelay = turnAroundTimerDelay; turnAroundTimer = new Timer(); Reset(); }
public PlayerPhysicsCharacter(Entity owner, World world, Vector2 position, float width, float height, float density, OnCollision onCollision, OnSeparation onSeparation) : base(owner, world, position, width, height, density, onCollision, onSeparation) { // Load resources ConfigFile configFile = PhysicsSystem.GetPhysicsConfigFile(); runSpeed = configFile.SettingGroups[physicsSettings].Settings["runSpeed"].GetValueAsFloat(); runAirControlSpeed = configFile.SettingGroups[physicsSettings].Settings["airControlSpeed"].GetValueAsFloat(); jumpImpulse = configFile.SettingGroups[physicsSettings].Settings["jumpImpulse"].GetValueAsFloat(); wallJumpImpulse = configFile.SettingGroups[physicsSettings].Settings["wallJumpImpulse"].GetValueAsFloat(); airControlAbility = configFile.SettingGroups[physicsSettings].Settings["airControlAbility"].GetValueAsFloat(); terminalVelocity = configFile.SettingGroups[physicsSettings].Settings["terminalVelocity"].GetValueAsFloat(); slideTerminalVelocity = configFile.SettingGroups[physicsSettings].Settings["slideTerminalVelocity"].GetValueAsFloat(); dashMultiplier = configFile.SettingGroups[physicsSettings].Settings["dashMultiplier"].GetValueAsFloat(); wallSlideEnabled = false; onGroundTimer = new Timer(); onLeftWallTimer = new Timer(); onRightWallTimer = new Timer(); enableOnGroundDelay = true; enableOnLeftWallDelay = true; enableOnRightWallDelay = true; moveSpeed = runSpeed; airControlSpeed = runAirControlSpeed; }
public Particle() { this.Active = false; lifeTimer = new Timer(); }