// Will init stuff public void Init(Vector2 pos, Texture2D texture) { spriteObject = new SpriteObject(); spriteObject.Load(texture); collider = new BoxCollider(this, spriteObject); this.AddChild(spriteObject); this.SetPosition(pos); }
// Setups the bullet so it will be ready to use. public void SetUp(Tank tank) { if (tank != null) { this.AddChild(bulletSprite); bulletSprite.Load(bulletImage); this.SetPosition(tank.position); collider = new BoxCollider(this, bulletSprite); point = GetMousePosition() - tank.position; pointNormalized = Vector3.Normalize(point); float angle = 0; float diff = CUtils.Distance(point + tank.position, tank.position, out angle); this.SetRotate(angle + 90); collider.Draw(); } }
public void Inits() { this.AddChild(ammoBoxSprite); ammoBoxSprite.Load(ammoBoxImage); Random random = new Random(); this.SetPosition(x, y); collider = new BoxCollider(this, ammoBoxSprite); }
public void Init(Vector2 pos, Texture2D texture, List <Object> objects) { spriteObject = new SpriteObject(); spriteObject.Load(texture); collider = new BoxCollider(this, spriteObject); this.AddChild(spriteObject); this.SetPosition(pos); targets = objects; // Finding the best target it should go for onNewTarget = true; UpdateList(); }
// This will be used in the init function to create the tank before it enters the loop public void SetUp() { // Just setting the sprite images and rotating the tank and setting it's position tankSprite.Load(LoadImagesLevel.playerTank); tankSprite.SetRotate(-90); tankSprite.SetPosition(-tankSprite.width / 2.0f, tankSprite.height / 2.0f); turretSprite.Load(LoadImagesLevel.playerTankBarrel); turretSprite.SetRotate(-90f); turretSprite.SetPosition(3 + turretOffset, 6); turretObject.AddChild(turretSprite); tankObject.AddChild(tankSprite); tankObject.AddChild(turretObject); random = new Random(); tankObject.SetPosition(random.Next(GetScreenWidth() - 100), random.Next(GetScreenHeight() - 100)); collider = new BoxCollider(tankObject, tankSprite); }