private void setupPlayer()
{
List<TileRef> playerFrames = new List<TileRef>();
playerFrames.Add(new TileRef(15, 0, 0));
playerFrames.Add(new TileRef(16, 0, 0));
playerFrames.Add(new TileRef(17, 0, 0));
playerFrames.Add(new TileRef(18, 0, 0));
playerFrames.Add(new TileRef(19, 0, 0));
playerFrames.Add(new TileRef(20, 0, 0));
playerFrames.Add(new TileRef(21, 0, 0));
player = new PlayerWithWeapon(new Vector2(0, 0), new Vector2(tileMap.GetLength(1),tileMap.GetLength(0)),
playerFrames,
64, 64, 0f); // Default stopped
player.setFrameSet(DIRECTION.UP, playerFrames);
player.setFrameSet(DIRECTION.DOWN,
new List<TileRef> {
new TileRef(15, 1, 0),
new TileRef(16, 1, 0),
new TileRef(17, 1, 0),
new TileRef(18, 1, 0),
new TileRef(19, 1, 0),
new TileRef(20, 1, 0),
new TileRef(21, 1, 0),
});
player.setFrameSet(DIRECTION.LEFT,
new List<TileRef> {
new TileRef(16, 2, 0),
new TileRef(16, 3, 0),
new TileRef(16, 4, 0),
new TileRef(16, 5, 0),
new TileRef(16, 6, 0),
new TileRef(16, 7, 0),
new TileRef(16, 8, 0),
});
player.setFrameSet(DIRECTION.RIGHT,
new List<TileRef> {
new TileRef(15, 2, 0),
new TileRef(15, 3, 0),
new TileRef(15, 4, 0),
new TileRef(15, 5, 0),
new TileRef(15, 6, 0),
new TileRef(15, 7, 0),
new TileRef(15, 8, 0),
});
// Load the players newly created projectile
player.loadProjectile(
new Projectile(player.Tileposition,
new List<TileRef>() // projectile tiles
{
new TileRef(3,0,0),
new TileRef(4,0,0),
new TileRef(5,0,0),
new TileRef(6,0,0),
},
new List<TileRef>() // explosion tiles
{
new TileRef(0,0,0),
new TileRef(1,0,0),
new TileRef(2,0,0),
}, tileWidth, tileHeight, 0.5f));
}