/// <summary> /// sprSheetY: /// up = 1,2 /// left = 2,1 /// down = 2,2 /// right = 1,1 /// </summary> /// <param name="path"></param> /// <param name="sprSheetY"></param> /// <param name="Position"></param> public Arrow(string path, Vector2 Position, int sprSheetX, int sprSheetY, int PlayerID) { float tilescale_x = GameSettings.Instance.Tilescale.X, tilescale_y = GameSettings.Instance.Tilescale.Y; sprite = new SprSheetImage(path, sprSheetX - 1, sprSheetY - 1); sprSheet = new Vector2(sprSheetX, sprSheetY); LoadContent((int)Position.X, (int)Position.Y); if (sprSheet == new Vector2(2, 1)) //up { ArrowRect = new Rectangle((int)(sprite.Position.X + 0.5 * tilescale_x), (int)sprite.Position.Y, (int)(tilescale_x * 0.5), (int)tilescale_y); } else if (sprSheet == new Vector2(1, 2)) //left { ArrowRect = new Rectangle((int)sprite.Position.X, (int)(sprite.Position.Y + tilescale_y), (int)tilescale_x, (int)(tilescale_y * 0.5)); } else if (sprSheet == new Vector2(2, 2)) //down { ArrowRect = new Rectangle((int)(sprite.Position.X + 0.5 * tilescale_x), (int)sprite.Position.Y, (int)(tilescale_x * 0.5), (int)tilescale_y * 2); } else if (sprSheet == new Vector2(1, 1)) //right { ArrowRect = new Rectangle((int)sprite.Position.X, (int)(sprite.Position.Y + 0.5 * tilescale_y), (int)tilescale_x, (int)(tilescale_y * 0.5)); } this.PlayerID = PlayerID; }
public Weapon(string path, PlayerEnums.Weapontype weapontype, Vector2 Position, int weaponID, object sender) { sprite = new SprSheetImage(path); this.weapontype = weapontype; LoadContent((int)Position.X, (int)Position.Y); WeaponID = weaponID; Quiver = false; }
/// <summary> /// 3 paths needed for bow quiver and arrow /// </summary> /// <param name="bow"></param> /// <param name="quiver"></param> /// <param name="arrow"></param> public Weapon(string bow, string quiver, string arrow, Vector2 Position, int weaponID, object sender) { sprbow = new SprSheetImage(bow); sprquiver = new SprSheetImage(quiver); sprarrow = new SprSheetImage(arrow); weapontype = PlayerEnums.Weapontype.Bow; LoadContent((int)Position.X, (int)Position.Y); WeaponID = weaponID; Quiver = true; }
public SpriteClasscs(string path1, string path2, string path3, string path4, string path5, int sprSheetX, int sprSheetY) { this.SprSheetX = sprSheetX; this.SprSheetY = sprSheetY; Source = new Rectangle(SprSheetX * ImageSize, SprSheetY * ImageSize, ImageSize, ImageSize); Color = Color.White; Real_Scale = new Vector2(0.75f, 0.75f); body = new SprSheetImage(path1); shirt = new SprSheetImage(path2); head = new SprSheetImage(path3); belt = new SprSheetImage(path4); pants = new SprSheetImage(path5); }
public SpriteClasscs(string path1, string path2, string path3, string path4, string path5) { Position = Vector2.Zero; SprSheetX = 0; SprSheetY = 10; Source = new Rectangle(SprSheetX * ImageSize, SprSheetY * ImageSize, ImageSize, ImageSize); Color = Color.White; Real_Scale = new Vector2(0.75f, 0.75f); body = new SprSheetImage(path1); shirt = new SprSheetImage(path2); head = new SprSheetImage(path3); belt = new SprSheetImage(path4); pants = new SprSheetImage(path5); }
public void FillArrays() { string gender = ""; for (int i = 0; i < 2; i++) { if (i == 0) { gender = "Male"; } else { gender = "Female"; } #region "SkinColor" for (int j = 0; j < charCreation_member.GetList(1, 1).Count; j++) { string spriteName = charCreation_member.GetString(1, 1, j); Skincolor[i, j] = new SprSheetImage("CharacterSprites/" + gender + "/SkinColor/" + spriteName); } #endregion #region "Head" for (int j = 0; j < charCreation_member.GetList(0, 2).Count; j++) { string spriteName = charCreation_member.GetString(2, 0, j); Head[i, j] = new SprSheetImage("CharacterSprites/" + gender + "/Head/" + spriteName); } #endregion #region "Shirt" for (int j = 0; j < charCreation_member.GetList(1, 2).Count; j++) { string spriteName = charCreation_member.GetString(2, 1, j); Shirt[i, j] = new SprSheetImage("CharacterSprites/" + gender + "/Shirt/" + spriteName); } #endregion #region "Belt" for (int j = 0; j < charCreation_member.GetList(2, 2).Count; j++) { string spriteName = charCreation_member.GetString(2, 2, j); Belt[i, j] = new SprSheetImage("CharacterSprites/" + gender + "/Belt/" + spriteName); } #endregion #region "Pants" for (int j = 0; j < charCreation_member.GetList(3, 2).Count; j++) { string spriteName = charCreation_member.GetString(2, 3, j); Pants[i, j] = new SprSheetImage("CharacterSprites/" + gender + "/Pants/" + spriteName); } #endregion } }
public Enemy(int X, int Y, int ZoneNR, int HP) { //TODO add playerstats //this.player = player this.HP = HP; TilePosition = new Vector2(X, Y); Position = new Vector2(X * GameSettings.Instance.Tilescale.X, Y * GameSettings.Instance.Tilescale.Y); State = PlayerEnums.ActionState.None; if (PlayerState != null) { for (int i = 0; i < PlayerState.Count; i++) { PlayerState[i] = PlayerEnums.ActionState.None; } } lookDirection = PlayerEnums.LookDirection.Down; sprSheetY = PlayerEnums.Action.WalkDown; sprSheetX = 0; direction = new Vector2(0, 1); int rnd = Random.Next(9); switch (rnd) { case 0: sprite = new SprSheetImage("EnemySprites/Female/darkelf"); break; case 1: sprite = new SprSheetImage("EnemySprites/Female/darkelf2"); break; case 2: sprite = new SprSheetImage("EnemySprites/Female/orc"); break; case 3: sprite = new SprSheetImage("EnemySprites/Female/red_orc"); break; case 4: sprite = new SprSheetImage("EnemySprites/Male/darkelf"); break; case 5: sprite = new SprSheetImage("EnemySprites/Male/darkelf2"); break; case 6: sprite = new SprSheetImage("EnemySprites/Male/orc"); break; case 7: sprite = new SprSheetImage("EnemySprites/Male/red_orc"); break; case 8: sprite = new SprSheetImage("EnemySprites/Male/skeleton"); break; } SpeedScale = 0.25f; weapon = new Weapon("Weapons/Spear/Male/spear_male", PlayerEnums.Weapontype.Spear, sprite.Position, 1, this); healthbar = new Healthbar(); levelindicator = new LevelIndicator(); PlayerLookDirection = new List <PlayerEnums.LookDirection>(); PlayerState = new List <PlayerEnums.ActionState>(); PlayerSprSheetX = new List <int>(); PlayerPosition = new List <Vector2>(); PlayerZones = new List <int>(); PlayerLevels = new List <int>(); ZoneNumber = ZoneNR; }