public CustomCursor(Vector position) { var bmpCursor = LevelManager.GetTileMap("crosshair.png"); var sprite = new Sprite(bmpCursor, 3, 0, 9, new Size(64, 64)); shape = new RigidCircle(position, 3, false, true); SpriteContainer = new SpriteContainer(sprite, position, 0); }
public Bot( int health, int armor, SpriteContainer legsContainer, SpriteContainer torsoContainer, Vector sight, RigidCircle collisionShape, Weapon weapon, string deadBodyPath, List <Vector> patrolPoints) : base(health, armor, collisionShape, legsContainer, torsoContainer, deadBodyPath) { currentWeapon = weapon; this.sight = sight; collisionAvoidanceFactor = collisionShape.Diameter * 2; this.patrolPoints = patrolPoints; patrolPointIndex = 0; currentPathPointIndex = 0; }
public Player(int health, int armor, RigidCircle collisionShape, SpriteContainer legsContainer, SpriteContainer torsoContainer, List <Weapon> startWeapons, Dictionary <Type, Sprite> weaponSprites, MeleeWeaponSprite meleeWeaponSprite, MeleeWeapon meleeWeapon, string deadBodyPath) : base(health, armor, collisionShape, legsContainer, torsoContainer, deadBodyPath) { MeleeWeapon = meleeWeapon; this.meleeWeaponSprite = meleeWeaponSprite; weapons = startWeapons; this.weaponSprites = weaponSprites; currentWeaponIndex = 0; ticksFromLastDash = TicksBetweenDashes + 1; dashCount = 2; }