/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public DestructableSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerFrame, bool canPassThru, Game1.Power vunerableTo) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerFrame) { this.canPassThru = canPassThru; this.vunerableTo = vunerableTo; }
public ProjectileSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, Vector2 direction, Game1.Power projType) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { this._texture = textureImage; //direction is passed in as a positive or negative X amount so we know if the // projectile is moving left or right this.drction = direction; this.projType = projType; timeAlive = 0; alive = true; frameOffset = 0; if (projType == Game1.Power.Fire) powerOffset = 0; if (projType == Game1.Power.Ice) powerOffset = 2; if (projType == Game1.Power.Wind) powerOffset = 4; if (projType == Game1.Power.Shock) powerOffset = 6; if (direction.X < 0) //we are going left, need to add one to the powerOffset powerOffset++; }