public void Init(GameTime gameTime, Texture2D texture, GameSprite s, float lifeTime, float scale, float acc) { sprite_obj = s; this.sprite = texture; Random r = new Random(); for (int i = 0; i < totalParticles; i++) { Particle particle = new Particle(); particle.birthTime = (float)gameTime.TotalGameTime.TotalMilliseconds; particle.timeMax = lifeTime; particle.scale = scale; particle.ModColor = Color.White; float particleDistance = (float)r.NextDouble() * 50; Vector2 displacement = new Vector2(particleDistance, 0); float angle = MathHelper.ToRadians(r.Next(360)); displacement = Vector2.Transform(displacement, Matrix.CreateRotationZ(angle)); particle.Dir = displacement; particle.acc = acc * particle.Dir; particle.OriginalPosition = Vector2.Zero; particleList.Add(particle); } Start(); }
//CONSTRUCTOR public Player(Texture2D p_Base, Vector2 p_coord, Cursor cursor, PlayerIndex index) { //Set player index this.index = index; //set player cursor this.cursor = cursor; //intialize points to zero points = 0; //initialize the player's home base playerBase = new GameSprite(p_Base, 1, 1); playerBase.coord = p_coord; playerBase.spriteWidth = 64; playerBase.spriteHeight = 64; //initialize the player's list of arrows p_arrows = new List<Cell>(); p_arrows.Capacity = MAX_ARROWS; arrows = new Texture2D[4]; }
public void LoadContent(ContentManager content, GraphicsDeviceManager graphics) { arrows[0] = content.Load<Texture2D>("arrow_down_" + ((int)index + 1)); arrows[1] = content.Load<Texture2D>("arrow_left_" + ((int)index + 1)); arrows[2] = content.Load<Texture2D>("arrow_right_" + ((int)index + 1)); arrows[3] = content.Load<Texture2D>("arrow_up_" + ((int)index + 1)); s_Board = content.Load<Texture2D>("player" + ((int)index + 1)); Console.WriteLine((int)index + 1); //intialize the player score board scoreBoard = new GameSprite(s_Board, 1, 1); scoreBoard.coord = new Vector2(s_Board.Width * (int)index, graphics.PreferredBackBufferHeight); scoreBoard.spriteWidth = s_Board.Width; scoreBoard.spriteHeight = s_Board.Height; }