public MobileSprite(Texture2D texture, Vector2 position, Level level) : base(texture, position, level) { this.readyToTurn = false; this.rotation = 0; this.velocity = 0; }
public Sprite(Texture2D texture, Vector2 position, Level level) { this.texture = texture; this.position = position; this.level = level; this.IsActive = true; this.origin = new Vector2(texture.Width / 2, texture.Height / 2); }
public Ghost(Texture2D[] textures, Vector2 position, Level level) : base(textures[0], position, level) { this.nextDirection = -Vector2.UnitY; this.velocity = 100; this.usual = textures[0]; this.vulnerable = textures[1]; this.rand = new Random(unchecked((int)DateTime.Now.Ticks)); Thread.Sleep(1); // Pour s'assurer que le rand soit aléatoire }
public Pacman(Texture2D texture, Level level) : base(texture, level.StartingPosition, level) { velocity = 100; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here this.level = new Level(); this.mobileSprites = new List<MobileSprite>(); this.gums = new List<Gum>(); for (int y = 0; y < this.level.Height; y++) { for (int x = 0; x < this.level.Width; x++) { if (this.level.Map[y, x] == 0 && (y != 9 || (x != 8 && x != 9 && x != 10))) this.gums.Add(new Gum(new Vector2(x * Level.TILE_WIDTH, y * Level.TILE_HEIGHT), false)); } } base.Initialize(); }