private void CreatePlayer() { Log.Info("Creating player..."); var animations = new Dictionary<AnimationKey, Animation> { {AnimationKey.South, new Animation(3)}, {AnimationKey.West, new Animation(3, 32, 32, 0, 1)}, {AnimationKey.East, new Animation(3, 32, 32, 0, 2)}, {AnimationKey.North, new Animation(3, 32, 32, 0, 3)} }; var sprite = new AnimatedSprite(GameRef.Content.Load<Texture2D>(@"Sprites\Player\malefighter"), animations); var entity = new Entity("Encelwyn", DataManager.EntityData["Fighter"], EntityGender.Male, EntityType.Character); var character = new Character(entity, sprite); GamePlayScreen.Player = new Player(GameRef, character); Log.Debug("Player created!"); }
public NonPlayerCharacter(Entity entity, AnimatedSprite sprite) : base(entity, sprite) { _conversations = new List<Conversation.Conversation>(); _quests = new List<Quest>(); }
private void CreatePlayer() { var animations = new Dictionary<AnimationKey, Animation> { {AnimationKey.South, new Animation(3)}, {AnimationKey.West, new Animation(3, 32, 32, 0, 1)}, {AnimationKey.East, new Animation(3, 32, 32, 0, 2)}, {AnimationKey.North, new Animation(3, 32, 32, 0, 3)} }; var sprite = new AnimatedSprite(_characterImages[_genderSelector.SelectedIndex, _classSelector.SelectedIndex], animations); var gender = _genderSelector.SelectedIndex == 1 ? EntityGender.Female : EntityGender.Male; var entity = new Entity("Pat", DataManager.EntityData[_classSelector.SelectedItem], gender, EntityType.Character); foreach (var key in DataManager.SkillData.Keys) { var skill = Skill.FromSkillData(DataManager.SkillData[key]); entity.Skills.Add(key, skill); } var character = new Character(entity, sprite); GamePlayScreen.Player = new Player(GameRef, character); Log.Debug("Player created!"); }
public Character(Entity entity, AnimatedSprite sprite) { Entity = entity; Sprite = sprite; }
public void LockToSprite(AnimatedSprite sprite) { Position.X = (sprite.Position.X + sprite.Width / 2.0f) * _zoom - (_viewport.Width / 2.0f); Position.Y = (sprite.Position.Y + sprite.Height / 2.0f) * _zoom - (_viewport.Height / 2.0f); LockCamera(); }