public RigidBlock(GameScreen screen, Vector2 pos, float width, float height, float rotation = 1) : base(screen, width, height) { Position = pos; PhysicsBody.Body.Rotation = rotation; PhysicsBody.Body.Position = pos; }
public ScreenManager(AbyssGame g) { Game = g; gameScreen = new GameScreen(Game); ScreenStack = new Stack<Screen>(); ScreenStack.Push(gameScreen); }
public PhysicsObject(GameScreen screen, float w, float h) : base(screen) { width = w; height = h; createBody(ref screen.world); PhysicsBody.UserData = this; }
public MapLayer(GameScreen screen, Tiled.Map map, string layer, float zindex) : base(screen) { Screen = screen; m_map = map; m_layer = layer; Zindex = zindex; }
public Character(GameScreen screen, float width, float height) : base(screen, width, height) { PhysicsBody.Body.BodyType = BodyType.Dynamic; PhysicsBody.OnCollision += onCollision; PhysicsBody.OnSeparation += onSeperation; //initialize the particle effect dustKickUpParticle = new ParticleEntity(screen, "Dust"); screen.addObject(dustKickUpParticle); timeTillEndJumpAnim = 0; timeTillEndJumpPrep = 0; }
public Goblin(GameScreen screen, SpawnPoint spawn) : base(screen, COLLISION_WIDTH, COLLISION_HEIGHT) { MaxSpeed = PATROL_SPEED; MaxAirSpeed = 9; JumpHeight = 50; LongJumpBonus = 15; MovementAccel = 10; AirAccel = 2; //set scale Scale = 1.0f; Zindex = 0.4f; loadSprite("Animations/goblin_placeholder"); Position = UnitConverter.ToSimUnits(spawn.Position); Post = Position; if (spawn.Properties.ContainsKey("PatrolRadius")) PatrolRadius = float.Parse(spawn.Properties["PatrolRadius"]); if (spawn.Properties.ContainsKey("MaxRange")) MaxRange = float.Parse(spawn.Properties["MaxRange"]); if (spawn.Properties.ContainsKey("waitTimeBetweenPatrols")) MaxRange = float.Parse(spawn.Properties["waitTimeBetweenPatrols"]); if (spawn.Properties.ContainsKey("PostX") && spawn.Properties.ContainsKey("PostY")) { Post = new Vector2(float.Parse(spawn.Properties["PostX"]), float.Parse(spawn.Properties["PostY"])); } state = EnemyState.PATROLING; }
public GameObject(GameScreen screen) : base(screen.Game) { environment = screen; }