示例#1
0
        protected Enemy(Texture2D texture, SpawnAreas spawnArea, AiTypes aiType, float speed, List <Animation> animations)
        {
            switch (spawnArea)
            {
            case SpawnAreas.Left:
                spawnX = random.Next(spawnLeft.X, spawnLeft.X + spawnLeft.Width);
                spawnY = random.Next(spawnLeft.Y, spawnLeft.Y + spawnLeft.Height);
                break;

            case SpawnAreas.Middle:
                spawnX = random.Next(spawnMiddle.X, spawnMiddle.X + spawnMiddle.Width);
                spawnY = random.Next(spawnMiddle.Y, spawnMiddle.Y + spawnMiddle.Height);
                break;

            case SpawnAreas.Right:
                spawnX = random.Next(spawnRight.X, spawnRight.X + spawnRight.Width);
                spawnY = random.Next(spawnRight.Y, spawnRight.Y + spawnRight.Height);
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spawnArea), spawnArea, null);
            }

            CollidableObject = new CollidableObject(texture, new Vector2(spawnX, spawnY), new Rectangle(0, 0, 100, 100), 0f);
            _aiType          = aiType;
            this.speed       = speed;

            _animationSet = new AnimationSet(animations, AnimationStates.Walk, AnimationDirections.Down);


            Rectangle initialSourceRectangle = Rectangle.Empty;

            // Set initialSourceRectangle to the first frame in the first animation
            animations[0].SetToFrame(ref initialSourceRectangle, 0);


            // Set initial targets
            switch (aiType)
            {
            case AiTypes.Brute:
                SetTarget(Targets.Knight);
                break;

            case AiTypes.Smart:
                SetTarget(Targets.Door);
                break;

            case AiTypes.Rush:
                SetTarget(Targets.Door);
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(aiType), aiType, null);
            }
        }
示例#2
0
        protected Player(Texture2D texture, Vector2 spawnPosition, PlayerControlScheme controlScheme, List <Animation> animations)
        {
            _controlScheme = controlScheme;
            _animationSet  = new AnimationSet(animations, AnimationStates.Idle, AnimationDirections.Down);

            Rectangle initialSourceRectangle = Rectangle.Empty;

            // Set initialSourceRectangle to the first frame in the first animation
            animations[0].SetToFrame(ref initialSourceRectangle, 0);
            CollidableObject = new CollidableObject(texture, spawnPosition, initialSourceRectangle, 0f);
        }