public void LoadContent(ContentManager content) { idleAnimation = new Animation(content.Load<Texture2D>(Constants.TurretShieldSpritesheet), 0, 70, 70, 0, 0, 100, false, true); hitAnimation = new Animation(content.Load<Texture2D>(Constants.TurretShieldSpritesheet), 1, 1, 1, 1, 1, 100, false, false); currentAnimation = idleAnimation; }
public void LoadContent(ContentManager content) { idleAnimation = new Animation(content.Load<Texture2D>(Constants.TurretMainBarrelSpritesheet), 0, 75, 20, 0, 0, 100, false, true); shootingAnimation = new Animation(content.Load<Texture2D>(Constants.TurretMainBarrelSpritesheet), 1, 1, 1, 1, 1, 100, false, false); currentAnimation = idleAnimation; this.Origin = new Vector2(0, currentAnimation.FrameHeight / 2); }
/// <summary> /// Random /// </summary> public GroundClutter(Texture2D texture, Constants.ClutterType type) { random = new Random(); switch (type) { case Constants.ClutterType.Bush: currentAnimation = new Animation(texture, 0, 48, 48, 0, 0, 100, false, true); break; case Constants.ClutterType.Rock: currentAnimation = new Animation(texture, 0, 32, 32, 0, 0, 100, false, true); break; } this.Position = new Vector2(random.Next(-200, 800), random.Next(-200, 800)); currentAnimation.Animate(new GameTime()); }
public void LoadContent(ContentManager content) { currentAnimation = new Animation(content.Load<Texture2D>(Constants.TurretBodySpritesheet), 0, 75, 66, 0, 0, 100, false, true); this.Origin = currentAnimation.Origin; }
private void Initialize() { switch (projectileType) { case Constants.ProjectileType.PlasmaBall: currentAnimation = new Animation(spriteSheet, 0, 15, 15, 0, 0, 100, false, true); TangentialVelocity = 50f; Damage = 10; MaxPenetrations = 2; PenetrationDamageReduction = 5; break; } }
private void InitAnimations(Texture2D spriteSheet) { switch(enemyType) { case Constants.EnemyType.Grunt: walking = new Animation(spriteSheet, 0, 64, 85, 0, 2, 100, false, true); break; } currentAnimation = walking; }