public Enemy(SpacePartitioner world, Sprite sprite, float hitboxRadius, float scale, float speed, float health, float armor, float damage, float layerDepth) : base(world) { Sprite = sprite; HitboxRadius = hitboxRadius; Scale = scale; Speed = speed; Health = health; Armor = armor; Damage = damage; LayerDepth = layerDepth + ExtraDepth; AiController = new EnemyAiController(this); ExtraDepth += 0.00001f; }
public EnemyManager() { float gridWidth = 140; Point mapSize = MapManager.LoadedMap.GroundTexture.Bounds.Size; Point totalGrids = new Point((int)Math.Ceiling(mapSize.X / gridWidth), (int)Math.Ceiling(mapSize.Y / gridWidth)); Point gridSize = new Point((int)Math.Ceiling(mapSize.X / (float)totalGrids.X), (int)Math.Ceiling(mapSize.Y / (float)totalGrids.Y)); spacePartitioner = new SpacePartitioner(totalGrids, gridSize); font = AssetManager.GetFont("BaseFont"); layerDepth = SortingOrder.GetLayerDepth(0, SortingLayer.Ui); DebugWorldDivider = false; ControllerGroupId = new HashSet <int>(); ViewGroupId = new HashSet <int>(); Enabled = true; }
public SpaceUnit(SpacePartitioner spacePartitioner) { this.World = spacePartitioner; OldCellPosition = null; hash = currentHash++; }