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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace SuperPolarity
{
public class GameActor : Actor
{
// Graphics / In-Game
protected Texture2D Texture;
protected Vector2 Origin;
// Constraints / Behavior
public int HP;
protected bool Immortal;
public int Value;
public override int Width
{
get { return Texture.Width; }
}
public override int Height
{
get { return Texture.Height; }
}
public GameActor(SuperPolarity newGame)
: base(newGame)
{
}
public virtual void Initialize(Texture2D texture, Vector2 position)
{
base.Initialize (position);
Texture = texture;
Collides = true;
Origin = new Vector2(Texture.Width / 2, Texture.Height / 2);
HP = 1;
Immortal = false;
Value = 1;
InitBox ();
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
try {
spriteBatch.Draw(Texture, Position, null, Color, Angle, Origin, 1f, SpriteEffects.None, 0f);
} catch (ArgumentNullException) {
Console.WriteLine ("Where'd the texture go?.");
}
}
public override void CleanUp()
{
base.CleanUp ();
Texture = null;
}
public void TakeDamage(int amount)
{
if (!Immortal)
{
HP = HP - amount;
if (HP < 0)
{
Die();
}
}
}
}
}
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