public override void LoadContent() { Body = CurrentWorld.AddBody(this, InitPosition, Size); Body.ChildHitboxes[Key + "_body"] = new Hitbox(this, new Vector2(0, 0), Size, Key + "_body") { DebugSprite = Debug.Assets.BlueBox, Data = new CollisionPackage() { Value = Key } }; AnimationHandler = new AnimationHandler(this) { LayerDepth = 1f, }; AnimationHandler.SetShaderEffect(new PanelLines()); _animationLibrary = new Player_AnimationLibrary(); _animationLibrary.LoadAnimations(AnimationHandler); _controller = Game.GlobalKeyboard; _controller.History = new InputRecord(_controller); _controller.History.InitKBRecord(); State = new Player_State(); _behaviorScript = new Player_BehaviorScript(this); _behaviorScript.SetController(ref _controller); _behaviorScript.InitBehaviors(); AnimationHandler.ChangeAnimation((int)AnimationStates.Idle); AnimationHandler.Facing = Orientation.Right; }
public Player_Idle(Player_BehaviorScript behaviorScript) : base(behaviorScript._animationHandler) { _player = behaviorScript._player; _behaviorScript = behaviorScript; _body = behaviorScript._body; BehaviorFunctions += CheckJumpInput; BehaviorFunctions += CheckMoveInput; BehaviorFunctions += CheckAirborne; BehaviorFunctions += CheckAttack1Input; BehaviorFunctions += CheckAttack2Input; }
public AttackTest2(Player_BehaviorScript behaviorScript) : base(behaviorScript._animationHandler) { _player = behaviorScript._player; _behaviorScript = behaviorScript; _animationHandler = behaviorScript._animationHandler; _body = behaviorScript._body; _animation = _animationHandler.Animations[(int)AnimationStates.Attack2_1]; _frameActions = new Action[_animation.FrameCount * _animation.FrameDelay]; _startup += FA_Attack2_GotoAirborne; _airborne += FA_Attack2_CheckLand; _airborne += FA_Attack2_Airborne; _landing += FA_Attack2_Slide; BehaviorFunctions = _startup; }
public AttackTest(Player_BehaviorScript behaviorScript) : base(behaviorScript._animationHandler) { _player = behaviorScript._player; _behaviorScript = behaviorScript; _animationHandler = behaviorScript._animationHandler; _animation = _animationHandler.Animations[(int)AnimationStates.Attack1]; _frameActions = new Action[_animation.FrameCount * _animation.FrameDelay]; _hitbox1 = new Hitbox(_player, new Vector2(53, 14), new Point(80, 16), _player.Key + "_AttackTest_hitbox1", 2) { DebugSprite = Debug.Assets.RedBox, Data = new CollisionPackage() { Value = "From player", Type = CollisionType.Attack, }, }; _frameActions[17] = TestMe; BehaviorFunctions += _behaviorScript.FA_ReturnToIdle; }