public void reset() { frame = 0; direction = 0; counter = new Counter(10); source = SOURCES[0]; }
internal Animate() { frame = 0; direction = 0; counter = new Counter(8); source = SOURCES[ACTIVE_SOURCE]; }
// constructor public Enemy(int _type) : base(Vector2.Zero) { type = _type; position = new Vector2 ( Game1.random.Next(0, (int)Game1.WIDTH), Game1.random.Next(0, (int)Game1.HEIGHT) ); speed = new Vector2 ( (float)GenerateSpeed(), (float)GenerateSpeed() ); alive = true; selectMovement(); moveSwitch = new Counter(Game1.random.Next(5 * Game1.SECOND, 10 * Game1.SECOND)); counter = new Counter(Game1.random.Next(1 * Game1.SECOND, 3 * Game1.SECOND)); pause = new Counter(Game1.random.Next(100, 200)); movement = new List<Action> { MoveLine, MoveDiagonal, MoveStaircase, MoveWaveX, MoveWaveY, MovePause, }; imageSet = xset; }
public Trail(ref Player player) { mPlayer = player; bound = new Rectangle(0, 0, Entity.SIZE, Entity.SIZE); positions = new List<Vector2>(); sources = new List<Rectangle>(); directions = new List<int>(); for (int i = 0; i < SIZE; i++) { positions.Add(Vector2.Zero); sources.Add(player.Ani.source); directions.Add(0); } timer = new Counter(DELAY); }
void drawDisplay(Counter timer, int round) { string []msg = {timer.Name + " " + (timer.Current / Game1.FPS) + " / " + (timer.Limit / Game1.FPS), "Round#: " + (round + 1) + " / " + Game1.NUM_OF_ROUNDS}; for (int i = 1; i <= 2; i++) { labels[i].Text = msg[i - 1]; labels[i].Draw(); } }
/// <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 random = new Random(); actions = new Dictionary<STATE,Action>(); actions.Add(STATE.MAIN, actionMain); actions.Add(STATE.CREDITS, actionCredit); actions.Add(STATE.INSTRUCTIONS, actionInstructions); actions.Add(STATE.ENDGAME, actionEnd); actions.Add(STATE.PAUSED, actionPause); actions.Add(STATE.REGULAR, actionNormal); //actionCredit, actionInstructions, actionNormal, actionEnd, actionPause, () => { }, }; state = START_STATE; pauseTimer = new Counter(DURATION_OF_PAUSE * FPS, "PAUSED TIME"); roundTimer = new Counter(TIME_OF_ROUNDS * FPS, "ROUND TIME"); artist = new Artist(); startgame = actionInit; base.Initialize(); }