/// <summary> /// Konstruktor dla odpalonej rakiety /// </summary> /// <param name="content">XNA Content</param> /// <param name="rectangle">Prostokat reprezentujacy obiekt na mapie</param> /// <param name="x">indeks x na mapie obiektów</param> /// <param name="y">indeks y na mapie obiektów</param> /// <param name="direction">kierunek poruszania odpalonej rakiety</param> public Racket(ContentManager content, Rectangle rectangle, int x, int y, Game.direction direction) : base(content, rectangle, x, y) { this.points = 50; this.is_fired = true; this.direction = direction; this.TypeTag = Map.ElementType.RACKET; switch (direction) { case Game.direction.down: texture = content.Load<Texture2D>("Textures\\racket_down"); break; case Game.direction.up: texture = content.Load<Texture2D>("Textures\\racket_up"); break; case Game.direction.left: texture = content.Load<Texture2D>("Textures\\racket_left"); break; case Game.direction.right: texture = content.Load<Texture2D>("Textures\\racket_right"); break; } }
/// <summary> /// Konstruktor dla odpalonej rakiety /// </summary> /// <param name="content">XNA Content</param> /// <param name="rectangle">Prostokat reprezentujacy obiekt na mapie</param> /// <param name="x">indeks x na mapie obiektów</param> /// <param name="y">indeks y na mapie obiektów</param> /// <param name="direction">kierunek poruszania odpalonej rakiety</param> public Racket(ContentManager content, Rectangle rectangle, int x, int y, Game.direction direction) : base(content, rectangle, x, y) { this.points = 50; this.is_fired = true; this.direction = direction; this.TypeTag = Map.ElementType.RACKET; switch (direction) { case Game.direction.down: texture = content.Load <Texture2D>("Textures\\racket_down"); break; case Game.direction.up: texture = content.Load <Texture2D>("Textures\\racket_up"); break; case Game.direction.left: texture = content.Load <Texture2D>("Textures\\racket_left"); break; case Game.direction.right: texture = content.Load <Texture2D>("Textures\\racket_right"); break; } }
/// <summary> /// Poruszanie - ustalenie aktualnego kierunku poruszania /// </summary> /// <param name="direction">kierunek poruszania</param> public void Move(Game.direction direction) { if (direction != Game.direction.none) { view_direction = direction; } current_direction = direction; }
/// <summary> /// Poruszanie - ustalenie aktualnego kierunku poruszania /// </summary> /// <param name="direction">kierunek poruszania</param> public void Move(Game.direction direction) { if (direction != Game.direction.none) view_direction = direction; current_direction = direction; }
/// <summary> /// Zmien kierunek poruszania/patrzenia /// </summary> /// <param name="game_map">mapa obiektów</param> public void changeDirectionToNext(Map.Map game_map) { current_direction = (Game.direction)(((int)current_direction + 1) % 3 + 1); view_direction = current_direction; LoadCurrentTexture(game_map); }
/// <summary> /// Poruszanie bohaterem w określoną stronę /// </summary> /// <param name="dir">kierunek chodzenia</param> public void MoveVandal(Game.direction dir) { vandal.Move(dir); }