/* * Created By Joshua Ray * 11/11/2012 * * Class that represents the Treaures of the game * */ /// <summary> /// Constructor. Places the enemy at the given Mazeblock. The /// mazeblock should be walkable /// </summary> /// <param name="StartBlock">Starting block</param> public Treasure(MazeBlock StartBlock) { kinetics = Kinetic.ZERO(); int choice = Utilities.Instance().rand.Next(0, 2); switch (choice) { case 0: sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Gem Blue"); color = Color.Blue; break; case 1: sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Gem Green"); color = Color.Green; break; case 2: sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Gem Orange"); color = Color.Orange; break; } kinetics.position = new Vector2(StartBlock.kinetics.boundingBox.Center.X - sprite.Width / 2, StartBlock.kinetics.boundingBox.Center.Y - sprite.Height / 2); Kinetic.SetBoundingBoxDimensions(ref kinetics.boundingBox, sprite); kinetics.Update(); }
/// <summary> /// Constructor. Places the enemy at the given Mazeblock. The /// mazeblock should be walkable /// </summary> /// <param name="StartBlock">Starting block</param> public Treasure(MazeBlock StartBlock) { kinetics = Kinetic.ZERO(); Random rand = new Random(DateTime.Now.Millisecond); color = rand.Next(0, 2); switch (color) { case 0: sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Gem Blue"); break; case 1: sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Gem Green"); break; case 2: sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Gem Orange"); break; } kinetics.position = new Vector2(StartBlock.kinetics.boundingBox.Center.X - sprite.Width / 2, StartBlock.kinetics.boundingBox.Center.Y - sprite.Height / 2); Kinetic.SetBoundingBoxDimensions(ref kinetics.boundingBox, sprite); kinetics.Update(); }
/// <summary> /// Constructor /// </summary> public MazeBlock() { sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\BrownBlock"); kinetics = Kinetic.ZERO(); Kinetic.SetBoundingBoxDimensions(ref kinetics.boundingBox, sprite); kinetics.boundingBox.Height -= 40; color = Color.Violet; }
/// <summary> /// Constructor. Places the enemy at the given Mazeblock. The /// mazeblock should be walkable /// </summary> /// <param name="StartBlock">Starting block</param> public Enemy(MazeBlock StartBlock) { kinetics = Kinetic.ZERO(); kinetics.position = new Vector2(StartBlock.kinetics.boundingBox.Center.X, StartBlock.kinetics.boundingBox.Center.Y); sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Enemy Bug Small"); Kinetic.SetBoundingBoxDimensions(ref kinetics.boundingBox, sprite); currentBlock = StartBlock; target.X = currentBlock.kinetics.boundingBox.Center.X; target.Y = currentBlock.kinetics.boundingBox.Center.Y; startBlock = StartBlock; }
/// <summary> /// Constructor /// </summary> Avatar() { color = Color.White; hurtTimer = new Timer(.2f); hurtTimer.Puase(); sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Character Horn Girl"); kinetics = new Kinetic(new Vector2(400, 400), new Vector2(0, 0), new Rectangle()); kinetics.boundingBox.Width = 31; kinetics.boundingBox.Height = 20; kinetics.boundingBox.Offset(29, 60); kinetics.maxSpeed = 5; MazeAdjustment = 0; }
/// <summary> /// Constructor /// </summary> Avatar() { color = Color.White; hurtTimer = new Timer(.2f); hurtTimer.Puase(); sprite = TreasureHunter.content.Load <Texture2D>(@"PlanetCute\Character Horn Girl"); kinetics = new Kinetic(new Vector2(400, 400), new Vector2(0, 0), new Rectangle()); kinetics.boundingBox.Width = 31; kinetics.boundingBox.Height = 20; kinetics.BoundingBoxOffset.X = 29; kinetics.BoundingBoxOffset.Y = 60; kinetics.maxSpeed = 7; teleport = new Timer(.5f); teleport.Start(); speed = standardSpeed = 5; }