public Proyectil(Game game) : base(game) { _colision = new Colision(); _spriteBatch = new SpriteBatch(game.GraphicsDevice); _pos = Vector2.Zero; _daño = 1; _speed = 20.0f; _activo = true; _anguloRotacion = 0; }
public void Initialize(Player player, Texture2D textura, Texture texturaFrameProyectil, float daño, Vector2 pos, Vector2 incremento, Colision colision) { _player = player; _textura = textura; _daño = (int)daño; _pos = pos; _colision = colision; _incremento = incremento; //Datos de color de la textura _texturaFrame = textura; textureData = new Color[_texturaFrame.Width * _texturaFrame.Height]; _texturaFrame.GetData(textureData); }
public override void Initialize() { preparados = false; _anguloRotacion = 0f; _numMandos = new bool[4] { false, false, false, false }; ready = new bool[4] { false, false, false, false }; _tanques = new Texture2D[4]; _listaPlayers = new List<Player>(); sel = new int[4]; playingState = (Playing)Manager.Estados[GameStates.PlayingState]; _colision = new Colision(); for (int i = 0; i < 4; i++) { sel[i] = 0; } tanque1 = _tanques[sel[0]]; tanque2 = _tanques[sel[1]]; tanque3 = _tanques[sel[2]]; tanque4 = _tanques[sel[3]]; AsignarControles(); }