public Archer(Texture2D tex, Texture2D HUDPic, Vector2 pos, GameWindow window, GamePlayScreen gps, int hp, int mana, int speed, int damage, PlayerIndex playerIndex) : base(tex, HUDPic, pos, window, gps, hp, mana, speed, damage, playerIndex) { projTex = TextureManager.arrowBasic; this.particleEnginePowerShoot = new ParticleEngine(TextureManager.steamTextures, pos, Color.Yellow); this.particleEngineDash = new ParticleEngine(TextureManager.steamTextures, pos, Color.Yellow); #region leapa-kod //Kod för att leapa, inte riktigt färdig! Men kan byggas på för att få rätt resultat //if (prevThumbStickRightValue.X != 0 || prevThumbStickRightValue.Y != 0) //{ // jump += prevThumbStickRightValue; // jump.Normalize(); // pos += jump * 100; //} #endregion isTransparent = false; isReloading = false; lifeTransparent = 2000; projectileTimerLife = 200; offsetBullet = new Vector2(12, 30); frameSize = new Point(45, 45); availableBPress = true; // name, int, str, agil, vit, luck, hp, mp, lvl statusWindow = new StatusWindow(TextureManager.turretBullet, pos, "hej", 0, 0, 0, 0, 0, hp, mana, 100, playerIndex); rainTargetActive = false; rightTriggerPressed = false; }
public Player(Texture2D tex, Texture2D HUDPic, Vector2 pos, GameWindow window, GamePlayScreen gps, int hp, int mana, int speed, int damage, PlayerIndex playerIndex) : base(tex, pos) { this.HUDPic = HUDPic; this.window = window; this.gps = gps; this.hp = hp; this.mana = mana; this.speed = speed; this.damage = damage; this.oldSpeed = speed; this.graphics = graphics; this.rumble = new Rumble(playerIndex); notMoved = true; //projectileTimerLife = 2000; shootOneAtTime = true; showButtonCounter = true; isShooting = true; isArcherMoving = true; isWarriorMoving = true; this.center = new Vector2(pos.X + frameSize.X / 2, pos.Y + frameSize.Y / 2); particleEngineSteam = new ParticleEngine(TextureManager.steamTextures, pos, Color.White); this.playerIndex = playerIndex; }
public Missile(Texture2D tex, Vector2 pos, float radius, float rotation) : base(tex, pos) { this.radius = radius; this.rotation = rotation; center = new Vector2(pos.X + tex.Width / 2, pos.Y + tex.Height / 2); origin = new Vector2(tex.Width / 2, tex.Height / 2); speed = 400; particleEngineSteam = new ParticleEngine(TextureManager.steamTextures, pos, Color.White); }
public Dispenser(Texture2D tex, Vector2 pos, float radius) : base(tex, pos) { spriteWidth = 40; //måste titta vad den har för värden! spriteHeight = 40; //måste titta vad den har för värden! this.radius = radius; center = new Vector2(pos.X + spriteWidth / 2, pos.Y + spriteHeight / 2); origin = new Vector2(spriteWidth / 2, spriteHeight / 2); particleEngineSteam = new ParticleEngine(TextureManager.steamTextures, pos, Color.White); }
public Warrior(Texture2D tex, Texture2D HUDPic, Vector2 pos, GameWindow window, GamePlayScreen gps, int hp, int mana, int speed, int damage, PlayerIndex playerIndex) : base(tex, HUDPic, pos, window, gps, hp, mana, speed, damage, playerIndex) { // name, int, str, agil, vit, luck, hp, mp, lvl statusWindow = new StatusWindow(TextureManager.turretBullet, pos, "hej", 0, 0, 0, 0, 0, hp, mana, 1, playerIndex); this.particleEngineCharge = new ParticleEngine(TextureManager.steamTextures, pos, Color.Green); frameSize = new Point(50, 50); isAttacking = false; isShielding = false; isCharging = false; isAPress = false; availableAPress = true; }
public Wizard(Texture2D tex, Texture2D HUDPic, Vector2 pos, GameWindow window, GamePlayScreen gps, int hp, int mana, int speed, int damage, PlayerIndex playerIndex) : base(tex, HUDPic, pos, window, gps, hp, mana, speed, damage, playerIndex) { this.timeWindRuch = 1000; this.particleEngineWater = new ParticleEngine(TextureManager.steamTextures, pos, Color.Blue); this.particleEngineFire = new ParticleEngine(TextureManager.steamTextures, pos, Color.Red); this.particleEngineRocks = new ParticleEngine(TextureManager.steamTextures, pos, Color.Gray); this.damage = 10; // name, int, str, agil, vit, luck, hp, mp, lvl statusWindow = new StatusWindow(TextureManager.turretBullet, pos, "Sir Anton", 20, 0, 0, 0, 0, hp, mana, 100, playerIndex); projTex = TextureManager.bulletWiz; projectileTimerLife = 500; offsetBullet = new Vector2(-8, 20); frameSize = new Point(45, 45); }