/// <summary> /// Constructor, player initially in standing state /// </summary> public cPlayer() : base(26,46,1) { _instance = this; Position = Vector2.Zero; _state = (int)STATES.STANDING; _vel = Vector2.Zero; //RigidBody.IsPlayer = true; //this.CanAttachPortalTo = false; //this.IsPortalTransparrent = true; // Make sure all the correct graphics get loaded cSpriteManager.Instance.addAnimation(@"Resources/Sprites/egon_anim.xml", "egon_anim"); cEffectManager.Instance.defineEffect(@"Resources/Sprites/player_spawn_anim.xml", "player_spawn"); //cSpriteManager.Instance.addTexture(@"Resources/Sprites/bazooka", "portal_gun"); cSpriteManager.Instance.addTexture(@"Resources/Sprites/portalblob", "portal_target"); base.setAnimatedSprite("egon_anim"); ((cAnimatedSprite)_sprite).play("stand"); _sprite.Origin = new Vector2(15, 23); //_portalGunSprite = new cSprite("portal_gun"); _targeter = new cSprite("portal_target"); }
public void loadLevel(String levelName) { // Very quick and dirty way of removing all objects! _scene = new cScene(); _physics = new cPhysics(); _player = new cPlayer(); _particleEngine = new cParticleEngine(); _effectManager = cEffectManager.Instance; _lightMapManager = new cLightMapManager(); _portalManager = new cPortalManager(); _gameTimer = 0; _scene.loadLevel(levelName); _scene.initLevel(); cCamera.Instance.FocusObject = _player; _player.LivesRemain = 3; _gameState = GAME_STATE.INTRO; }