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MagicManager.cs
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119 lines (82 loc) · 3.12 KB
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using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
namespace monowizard
{
internal class MagicManager
{
public List<Entity> items;
public CollisionCheck colCheck;
public Player player;
public Texture2D effectstext1;
public MagicManager(CollisionCheck collisionCheck, Player player)
{
this.player = player;
items = new List<Entity>();
colCheck = collisionCheck;
}
public void addMagicArrow1(int x, int y, int dirx, int diry)
{
float rotation = 0.5f;
items.Add(new MagicArrow1(colCheck,player,x,y,dirx,diry,this,0));
items.Last().texture = effectstext1;
// Debug.WriteLine("magic");
}
public void addMagicArrow2(int x, int y, int dirx, int diry)
{
float rotation = 0.5f;
items.Add(new MagicArrow2(colCheck, player, x, y, dirx, diry, this, 0));
items.Last().texture = effectstext1;
// Debug.WriteLine("magic");
}
public void addMagicWave1(int x, int y, int facing, int down)
{
items.Add(new MagicWave1(colCheck, player, x, y, facing, down, this, 0));
items.Last().texture = effectstext1;
// Debug.WriteLine("magic");
}
public void addMagicFire1(int x, int y, float facing, float down)
{
items.Add(new magicfireball1(colCheck, player, x, y, facing, down, this));
items.Last().texture = effectstext1;
// Debug.WriteLine("magic");
}
public void addMagicWitchBolt1(int x, int y, float facing, float down)
{
items.Add(new MagicWitchBolt1(colCheck, player, x, y, facing, down, this));
items.Last().texture = effectstext1;
// Debug.WriteLine("magic");
}
public void addEvilLightning1(int x, int y, float facing, float down)
{
items.Add(new EvilLightning(colCheck, player, x, y, facing, down, this));
items.Last().texture = effectstext1;
// Debug.WriteLine("magic");
}
public void update()
{
for (int i = 0; i < items.Count; i++)
{
items[i].update();
}
}
public void drawAll(SpriteBatch _spriteBatch)
{
for (int i = 0; i < items.Count; i++)
{
if (items[i].hitbox.X + 96 > player.centerWorldX - player.centerX &&
items[i].hitbox.X - 96 < player.centerWorldX + player.centerX &&
items[i].hitbox.Y + 96 > player.centerWorldY - player.centerY &&
items[i].hitbox.Y - 96 < player.centerWorldY + player.centerY)
{
items[i].draw(_spriteBatch);
}
}
}
}
}