public void LoadContent(SpriteBatch sb, ContentManager content) { collidableSky00Mask = content.Load<Texture2D>("Sprites/Collidables/plane1mask"); Texture2D sky00Anim = content.Load<Texture2D>("Sprites/Collidables/plane1animated"); collidableSky00Animated = new AnimatedSprite(sky00Anim, new Point(196, 84), Point.Zero, new Point(4, 1), 25); collidableSky00Sound = content.Load<SoundEffect>("Audio/Collidables/plane1"); collidableEvening00Mask = content.Load<Texture2D>("Sprites/Collidables/jetmask"); Texture2D evening00Anim = content.Load<Texture2D>("Sprites/Collidables/jetanimated"); collidableEvening00Animated = new AnimatedSprite(evening00Anim, new Point(196, 84), Point.Zero, new Point(4, 1), 25); collidableEvening00Sound = content.Load<SoundEffect>("Audio/Collidables/jet"); collidableSpace00Mask = content.Load<Texture2D>("Sprites/Collidables/ufo"); Texture2D Space00Anim = content.Load<Texture2D>("Sprites/Collidables/ufoanimation"); collidableSpace00Animated = new AnimatedSprite(Space00Anim, new Point(196, 84), Point.Zero, new Point(4, 1), 25); collidableSpace00Sound = content.Load<SoundEffect>("Audio/Collidables/ufo"); collectibleHealthMask = content.Load<Texture2D>("Sprites/Collectibles/healthPickup"); collectibleHealthAnimated = new AnimatedSprite(collectibleHealthMask, new Point(24, 48), Point.Zero, new Point(1, 1), 1000); collectibleHealthSound = content.Load<SoundEffect>("Audio/Collectibles/health"); collectibleSpeedMask = content.Load<Texture2D>("Sprites/Collectibles/speedPickup"); collectibleSpeedAnimated = new AnimatedSprite(collectibleSpeedMask, new Point(48, 48), Point.Zero, new Point(1, 1), 1000); collectibleSpeedSound = content.Load<SoundEffect>("Audio/Collectibles/speed"); bigBlank = content.Load<Texture2D>("Sprites/UI/bigblank"); }
public Collectible(Texture2D mask, AnimatedSprite s, SoundEffect se, int t, int xPos) { spriteMask = mask; sprite = s; pickupSound = se; type = t; position = new Vector2(xPos, -100); boundingBox = new Rectangle((int)position.X, (int)position.Y, spriteMask.Width, spriteMask.Height); }
public Actor(Game1 game, Vector2 start, string spritepath, string name) { this.name = name; this.game = game; this.position = start; this.bounds = new Rectangle((int)start.X, (int)start.Y, 32/2, 32/2); this.animatedSpr = new AnimatedSprite(game, spritepath, 32, 100); this.isControlled = false; this.health = 100; ks = Keyboard.GetState(); color = Color.White; }
public Human(Game1 game, Vector2 pos, string sprPath) { int seed = unchecked(Environment.TickCount); rand = new Random(seed); this.position = pos; this.health = 20; animateSpr = new AnimatedSprite(game, sprPath, 32, 100); bloodAnim = new AnimatedSprite(game, "Other\\Blood", 32, 100); angle = 0; bounds = new Rectangle((int)position.X, (int)position.Y, animateSpr.getWidth()/2,animateSpr.getHeight()/2); healthBar = new Rectangle((int)position.X, (int)position.Y - 10, health, 2); isHit = false; isDead = false; isSafe = false; isFleeing = false; hpPieceSprite = game.Content.Load<Texture2D>("Other\\HealthBarPiece"); bloodSplash = game.Content.Load<Texture2D>("Other\\bloodSplash"); hurtsfx = game.Content.Load<SoundEffect>("Sfx\\hurt"); }
public Collidable(Texture2D msk, AnimatedSprite aSprt, float spd, Vector2 pos, int dir, SoundEffect se) { spriteMask = msk; animatedSprite = aSprt; speed = spd; position = pos; direction = dir; soundEffect = se; if (soundEffect != null) { soundEffect.Play(); } //Flips sprite if the direction is right to left. Need to do this here //instead of at draw time for per-pixel collision if (dir == -1) { spriteMask = Utility.Flip(spriteMask, false, true); } boundingBox = new Rectangle((int)position.X, (int)position.Y, spriteMask.Width, spriteMask.Height); oscillateHeight = 0; oscillateDirection = 0; }
public void LoadContent(SpriteBatch sb, ContentManager content) { spriteMask = content.Load<Texture2D>("Sprites/Player/penguin"); Texture2D sprAnim = content.Load<Texture2D>("Sprites/Player/penguinAnimated"); spriteAnimated = new AnimatedSprite(sprAnim, new Point(32, 64), Point.Zero, new Point(4, 1), 20); jetpackSound = content.Load<SoundEffect>("Audio/Player/jetpack"); jetpackSoundEffect = jetpackSound.CreateInstance(); jetpackSoundEffect.IsLooped = true; jetpackSoundEffect.Volume = 0.1f; damageSound = content.Load<SoundEffect>("Audio/Player/damage"); deathSound = content.Load<SoundEffect>("Audio/Player/death"); aviatorHat = content.Load<Texture2D>("Sprites/Player/aviatorhat"); spaceHelmet = content.Load<Texture2D>("Sprites/Player/spacehelmet"); boundingBox = new Rectangle((int)position.X, (int)position.Y, spriteMask.Width, spriteMask.Height); }