public Enemy(ContentManager content, Vector2 position, GraphicsDevice graphics) : base(content, position, graphics) { _texture = content.Load <Texture2D>("Actor/Enemy1/EnemyBody"); Origin = new Vector2(_texture.Width / 2, _texture.Height / 2); SetBorder(graphics); var tailTexture = content.Load <Texture2D>("Actor/Enemy1/EnemyTail"); _tail = new Sprite(tailTexture) { Position = new Vector2(Position.X + (_texture.Width / 2), Position.Y + ((_texture.Height / 2) - (tailTexture.Height / 2)) + 10), }; SetLeftHand(content.Load <Texture2D>("Actor/Enemy1/EnemyRHand")); SetRightHand(content.Load <Texture2D>("Actor/Enemy1/EnemyLHand")); ActionResult = new Engine.ActionResult() { State = Engine.ActionStates.Waiting, }; _turnBar = new TurnBar(content, new Vector2(Position.X, (Position.Y + Origin.Y) + 15)); this._equipment = new Equipments.Fists(LeftHand, RightHand); }
public Player(ContentManager content, Vector2 position, GraphicsDevice graphics) : base(content, position, graphics) { _texture = content.Load <Texture2D>("Actor/Body"); Origin = new Vector2(_texture.Width / 2, _texture.Height / 2); SetBorder(graphics); SetLeftHand(content.Load <Texture2D>("Actor/Hand")); SetRightHand(content.Load <Texture2D>("Actor/Hand")); ActionResult = new Engine.ActionResult() { Action = Attack, State = Engine.ActionStates.Waiting, }; _turnBar = new TurnBar(content, new Vector2(Position.X, (Position.Y + Origin.Y) + 15)); }