public SecondPlayer(World world) { DirectionAnimationCouple dac = new DirectionAnimationCouple(); dac.Couples.Add(Direction.Up, "player_up"); dac.Couples.Add(Direction.Down, "player_down"); dac.Couples.Add(Direction.Left, "player_left"); dac.Couples.Add(Direction.Right, "player_right"); character = new Character(new Vector2D(0, 0), new Vector2D(3, 3), dac, world, "player_animation", 0); Program.RenderWindow.KeyPressed += RenderWindow_KeyPressed; Program.RenderWindow.KeyReleased += RenderWindow_KeyReleased; }
public Character(Vector2D position, Vector2D speed, DirectionAnimationCouple animationCouples, World world, string animation, int collisionLayer) : base(position) { this.collisionLayer = collisionLayer; this.world = world is LayeredWorld ? (LayeredWorld)world : world; this.speed = speed; this.position = position; this.animationCouples = animationCouples; this.animation = AnimationGroupManager.GetAnimationGroup(animation); this.animation.CurrentAnimation = animationCouples[Direction.Down]; }