public Block(TextureRegion region, float x, float y) : base(region, x, y, BLOCK_SIZE, BLOCK_SIZE) { this.Entities = new List<Entity>(); this.BlocksMotion = false; this.sprite.ZIndex = .5f; }
public BulletEntity(TextureRegion region, float x, float y, float vx, float vy) : base(region, x, y, Block.BLOCK_SIZE / 4, Block.BLOCK_SIZE / 4) { this.velocity.X = vx; this.velocity.Y = vy; this.IsGravity = false; this.Collision = false; this.StateTime = 0; this.FrictionModifier = 3; }
public UISpriteButton(TextureRegion region, float x, float y, float width, float height, float scale = 1) { this.scale = scale; this.color = Color.White; this.region = region; SetRegion(UIConfig.DEFAULT_BUTTON); //SetPosition(x - ((Rectangle)region).Width + width / 2, y - ((Rectangle)region).Height * scale / 2); //SetSize(((Rectangle)region).Width * scale, ((Rectangle)region).Height * scale); SetPosition(x + width / 2, y - height / 2); SetSize(width, height); }
public Entity(TextureRegion region, float x, float y, float width, float height) : base(region, x, y, width, height) { this.sprite.ZIndex = .3f; this.IsGravity = true; this.Alive = true; this.IsGrounded = false; this.Collision = true; this.velocity = new Vector2(); this.FrictionModifier = 1; this.Gravity = World.GRAVITY; }
public BossEntity(TextureRegion region, float x, float y) : base(region, x, y, Block.BLOCK_SIZE * 4.2f, Block.BLOCK_SIZE * 4.2f) { this.Life = 50; this.YSpeed = 120; this.StateTime = 0; this.Counter = 0; this.Collision = false; this.Reloading = false; InitAnimations(); InitFSM(); }
public UIImage(TextureRegion region, float x, float y, float scale = 1) : base(x, y, 10, 10) { this.scale = scale; this.color = Color.White; this.startPos = new Vector2(x, y); this.bounds = new Rectangle((int)(x - ((Rectangle)region).Width/2*scale), (int)(y - ((Rectangle)region).Height/2*scale), (int)(((Rectangle)region).Width*scale), (int)(((Rectangle)region).Height*scale)); SetRegion(region); SetPosition(bounds.X - bounds.Width / 20, bounds.Y - bounds.Width / 10); SetSize(bounds.Width + bounds.Width / 10, bounds.Height + bounds.Width / 20); }
public PlayerEntity(TextureRegion region, float x, float y) : base(region, x, y, WIDTH, HEIGHT) { this.sprite.ZIndex = .05f; this.speed = DEFAULT_SPEED; this.spawnPoint = new Vector2(); this.direction = new Point(1, 0); this.jumps = 0; this.reloadTime = 0; InitAnimations(); this.SetState(PlayerState.IDLE); }
public Sprite(TextureRegion region, float x, float y, float width, float height) { this.ZIndex = 0; this.Region = region; this.Color = Color.White; this.Scale = new Vector2(1, 1); this.Size = new Vector2(width, height); this.DrawOffset = new Vector2(); this.Effect = SpriteEffects.None; this.Position = new Vector2(x, y); this.Animations = new Animations(); this.DrawOffset = new Vector2(Size.X/2, Size.Y/2); if (region != null) this.Origin = new Vector2(region.GetSource().Width / 2, region.GetSource().Height / 2); UpdateSizeScale(); }
public GroundBlock(TextureRegion region, int x, int y) : base(region, x, y) { }
public AirBlock(TextureRegion region, int x, int y) : base(region, x, y) { }
public TeleportBlock(TextureRegion region, int x, int y) : base(region, x, y) { this.sprite.AddAnimation("idle", new FrameAnimation(Assets.items, 0, 96, 32,32, 2, MathUtils.random(.2f, .4f))).SetAnimation("idle"); }
public SolidBlock(TextureRegion region, int x, int y) : base(region, x, y) { this.BlocksMotion = true; }
public GoalBlock(TextureRegion region, int x, int y) : base(region, x, y) { this.BlocksMotion = false; }
public BoulderEntity(TextureRegion region, float x, float y) : base(region, x, y, Block.BLOCK_SIZE, Block.BLOCK_SIZE) { this.FrictionModifier = 1.1f; }
public SpawnEntity(TextureRegion region, float x, float y) : base(region, x, y, Block.BLOCK_SIZE, Block.BLOCK_SIZE) { this.IsGravity = false; this.Collision = false; }
public EnemyEntity(TextureRegion region, float x, float y) : base(region, x, y, Block.BLOCK_SIZE, Block.BLOCK_SIZE / 2f) { sprite.AddAnimation("run", new FrameAnimation(Assets.crawler, 0, 0, 44, 22, 2, .21f)); sprite.SetAnimation("run"); }
public void SetRegion(TextureRegion region) { this.region = region; }
public void SetSprite(TextureRegion region) { this.region = region; }
public Sprite SetRegion(TextureRegion region) { this.Region = region; UpdateSizeScale(); return this; }
public SpikeBlock(TextureRegion region, int x, int y) : base(region, x, y) { }