public BloatSack(int x, int y, ContentManager content) { idle = new Animation(138, 120, content, "Sprites\\Enemies\\BloatSack\\idle", 21, true, 30); explodeLeft = new Animation(138, 120, content, "Sprites\\Enemies\\BloatSack\\explodeleft", 10, false, 30); explodeRight = new Animation(138, 120, content, "Sprites\\Enemies\\BloatSack\\exploderight", 10, false, 30); originalRect = new Rectangle(x, y, 138, 120); shiftedRect = new Rectangle (originalRect.X, originalRect.Y, originalRect.Width, originalRect.Height); currentAnimation = idle; animation = EnemyAnimation.Idle; testingTexture = content.Load<Texture2D>("Sprites\\rectangle"); health = maxHealth; }
//Texture2D testingTexture; public GroundPatroller(int x, int y, ContentManager content) { rightToLeft = new Animation(160, 105, content, "Sprites\\Enemies\\GroundPatroller\\righttoleft", 10, false, 30); leftToRight = new Animation(160, 105, content, "Sprites\\Enemies\\GroundPatroller\\lefttoright", 10, false, 30); die = new Animation(158, 105, content, "Sprites\\Enemies\\GroundPatroller\\die", 23, false, 30); explode = new Animation(158, 105, content, "Sprites\\Enemies\\GroundPatroller\\explode", 11, false, 30); walkLeft = new Animation(158, 105, content, "Sprites\\Enemies\\GroundPatroller\\walkleft", 17, true, 30); walkRight = new Animation(158, 105, content, "Sprites\\Enemies\\GroundPatroller\\walkright", 17, true, 30); originalRect = new Rectangle(x, y, 160, 105); shiftedRect = originalRect; currentAnimation = walkRight; animation = EnemyAnimation.WalkRight; health = maxHealth; //testingTexture = content.Load<Texture2D>("Sprites\\rectangle"); }