// Start is called before the first frame update void Awake() { controller2D = GetComponent <LagueController2D>(); onHitObject = GetComponent <SpawnOnHit>(); animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); health = GetComponent <Health>(); hitbox = GetComponent <RectHitbox>(); defaultMaterial = spriteRenderer.material; health.OnDiedEvent += this.OnDied; }
public void OnHurt(RectHitbox hitbox) { this.state = State.KNOCKBACK; this.velocity = knockbackVelocity; Hitstop(); StopAllCoroutines(); StartCoroutine(HitFlash()); if (onHitObject != null) { onHitObject.Spawn(); } health.subtract(1); }
internal Player(IHitbox area, Texture2D texture, Texture2D armoredTexture, Texture2D shieldedTexture) : base(area, texture, armoredTexture, shieldedTexture, 100, 100, 100, 3) { rectArea = (RectHitbox)area; }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backgrounds[0] = new ParallaxingBG( Content.Load <Texture2D>("Background/Farthest"), graphics.PreferredBackBufferHeight, 30); backgrounds[1] = new ParallaxingBG( Content.Load <Texture2D>("Background/Middle"), graphics.PreferredBackBufferHeight, 7); backgrounds[2] = new ParallaxingBG( Content.Load <Texture2D>("Background/Closest"), graphics.PreferredBackBufferHeight, 1); Texture2D playerShip = Content.Load <Texture2D>("Ships/Player"); playerStartPos = new Point( graphics.PreferredBackBufferWidth / 2 - playerShip.Width / 2, graphics.PreferredBackBufferHeight - playerShip.Height - 15); IHitbox playerHB = new RectHitbox( playerStartPos.X, playerStartPos.Y, playerShip.Width, playerShip.Height); player = new Player(playerHB, playerShip, playerShip, playerShip); Gunfire.Texture = Content.Load <Texture2D>("Attacks/Bullet"); PhotonTorpedo.Texture = Content.Load <Texture2D>("Attacks/Torpedo"); //Missile.Texture = Content.Load<Texture2D>("Attacks/Missile"); Texture2D bft = Content.Load <Texture2D>("Ships/BasicFighter"); BasicFighter.SetTextures(bft, bft, bft); logo = Content.Load <Texture2D>("Art/Logo"); font = Content.Load <SpriteFont>("Fonts/Consolas"); var mainMenuActions = new Dictionary <String, Menu.MenuAction> { { "Start", () => { state = GameState.InGame; return(true); } }, { "Instructions", () => { state = GameState.Instructions; return(true); } }, { "Exit", () => { Exit(); return(false); } } }; mainMenu = new Menu(200, graphics.PreferredBackBufferWidth, font, mainMenuActions); var pauseMenuActions = new Dictionary <String, Menu.MenuAction> { { "Resume", () => { state = GameState.InGame; return(true); } }, { "Main Menu", () => { state = GameState.MainMenu; return(true); } } }; pauseMenu = new Menu(400, graphics.PreferredBackBufferWidth, font, pauseMenuActions); }
public void OnHurt(RectHitbox hitbox) { Debug.Log("Hurt"); }