/// <summary> /// The constructor of the class. /// </summary> /// <param name="hero">the object ypu want to follow</param> /// <param name="vp">the size of the window you want to look through</param> public FrameOfView(MoveableObject hero, Viewport vp) { this.hero = hero; this.vp = vp; Zoom = 0.8f; Game1.UpdateThis += UpdateThis; }
public Coin(MoveableObject player, Character c, State s, Vector2 position, Color color, float rotation, float scale, SpriteEffects effects, float layerDepth) : base(c, s, position, color, rotation, scale, effects, layerDepth) { this.Player = player; G.CoinQueue.Enqueue(this); }
/// <summary> /// The constructor for the Enemy. in addition to all the nececetys for a frame, /// It Tekes the Playe, So It Can Track Its Movment. /// </summary> /// <param name="player"></param> /// <param name="keys">A st of Keys so that the Ai can control the Enemy. </param> /// <param name="c"></param> /// <param name="s"></param> /// <param name="position"></param> /// <param name="color"></param> /// <param name="rotation"></param> /// <param name="scale"></param> /// <param name="effects"></param> /// <param name="layerDepth"></param> public AiEnemy(MoveableObject player, ControlsAi keys, Character c, State s, Vector2 position, Color color, float rotation, float scale, SpriteEffects effects, float layerDepth) : base(c, s, position, color, rotation, scale, effects, layerDepth) { this.Keys = keys; this.Player = player; }
protected override void LoadContent() { //Loading all the different Textures into The Objects. spriteBatch = new SpriteBatch(GraphicsDevice); //The "activation" of the G class. G.Init(Content, spriteBatch, graphics); //Loading the G class with the mask Collision background G.map = new Map(G.cm.Load <Texture2D>("LvlMask")); StartScreen = G.cm.Load <Texture2D>("StartScreen"); GameOver = G.cm.Load <Texture2D>("GameOver"); VictoryScreen = G.cm.Load <Texture2D>("VictoryScreen"); BackG = new CanBeDrawn(G.cm.Load <Texture2D>("GameLvl"), Vector2.Zero, null, Color.White, 0f, Vector2.Zero, G.Scale, SpriteEffects.None, 0f); a = new MoveableObject(new ControlsPlayer(Keys.A, Keys.D, Keys.W, Keys.S) , Character.Hero, State.Stand, new Vector2(220 * G.Scale, 200 * G.Scale) , Color.White, 0f, G.Scale - 2.5f, SpriteEffects.None, 1f); //Enemy 1 location.X = 1500 Enemy = new AiEnemy(a, new ControlsAi(false, true, false, false), Character.Enemy, State.Walk, new Vector2(300 * G.Scale, 286 * G.Scale) , Color.White, 0f, G.Scale - 3.4f, SpriteEffects.None, 1f); Enemy2 = new AiEnemy(a, new ControlsAi(false, true, false, false), Character.Enemy, State.Walk, new Vector2(1600 * G.Scale, 286 * G.Scale), Color.White, 0f, G.Scale - 3.4f, SpriteEffects.None, 1f); Enemy3 = new AiEnemy(a, new ControlsAi(false, true, false, false), Character.Enemy, State.Walk, new Vector2(1860 * G.Scale, 286 * G.Scale), Color.White, 0f, G.Scale - 3.4f, SpriteEffects.None, 1f); Enemy4 = new AiEnemy(a, new ControlsAi(false, true, false, false), Character.Enemy, State.Walk, new Vector2(2100 * G.Scale, 286 * G.Scale), Color.White, 0f, G.Scale - 3.4f, SpriteEffects.None, 1f); Enemy5 = new AiEnemy(a, new ControlsAi(false, true, false, false), Character.Enemy, State.Walk, new Vector2(2650 * G.Scale, 286 * G.Scale), Color.White, 0f, G.Scale - 3.4f, SpriteEffects.None, 1f); C1 = new Coin(a, Character.Coin, State.Stand, new Vector2(685 * G.Scale, 200 * G.Scale), Color.White, 0f, G.Scale, SpriteEffects.None, 1f); C2 = new Coin(a, Character.Coin, State.Stand, new Vector2(1438 * G.Scale, 216 * G.Scale), Color.White, 0f, G.Scale, SpriteEffects.None, 1f); C3 = new Coin(a, Character.Coin, State.Stand, new Vector2(1884 * G.Scale, 264 * G.Scale), Color.White, 0f, G.Scale, SpriteEffects.None, 1f); C4 = new Coin(a, Character.Coin, State.Stand, new Vector2(2518 * G.Scale, 142 * G.Scale), Color.White, 0f, G.Scale, SpriteEffects.None, 1f); C5 = new Coin(a, Character.Coin, State.Stand, new Vector2(3300 * G.Scale, 224 * G.Scale), Color.White, 0f, G.Scale, SpriteEffects.None, 1f); //Crating the Camera that will follow an Object. cam = new FrameOfView(a, new Viewport(0, 0, 2000, 1600)); }