public LobbyObject(CPlayer _player) { m_cPlayerObject = _player; m_cWeapon = _player.BaseWeapon; m_nShipWeaponIndex = 0; m_nShipTexture = TextureManager.Instance.LoadTexture("textures/shipselect"); m_nWeaponTexture = TextureManager.Instance.LoadTexture("textures/weaponselect"); }
/// <summary> /// CreatePlayer /// Creates a generic player and sets the attributes they share /// </summary> /// <returns></returns> public static CPlayer CreatePlayer() { CPlayer player = new CPlayer(); float startPos = SaveInfo.Instance.ScreenResolution.Y - 128; player.UpdateData.objectType = Threading.UpdateData.ObjectType.PLAYER; player.UpdateData.position = new Vector2(startPos); player.RenderData.drawRectangle = new Rectangle(0, 0, 64, 64); player.RenderData.position = new Vector2(startPos); player.RenderData.center = new Vector2(32); return player; }
public CPlayer() { m_cBaseWeapon = new CBaseWeapon(this); m_cSecondaryPlayer = null; m_dNumLives = 3; m_dScore = 0; m_dMovementSpeed = 200.0; m_dCombineSpeed = 150.0; m_cKeyboardBindings = new KeyBindings(); m_cGamepadBindings = new ButtonBindings(); m_bPrimaryPlayer = false; // Object Factory will take care of the following // - playerIndex EventManager.Instance.RegisterEvent(EVENT_ID.PLAYER_COMBINE, this); }
public void SetSecondaryPlayer(CPlayer _player = null, bool primary = false) { m_cSecondaryPlayer = _player; m_bPrimaryPlayer = primary; }