Modifying the UserControlledSprite Class
Next, let's work on changes to the UserControlledSprite class. First, change the namespace from AnimatedSprites to Catch:
namespace Catch
When you worked on the 2D game using these classes in previous chapters, you were
dealing with a one-player game and the score was kept in the Game1 class. You're now dealing with a two-player
game. So, you'll need to either add a second score variable to the Game1 class or figure out a better solution. Because a
UserControlledSprite represents a player, it
would make sense to add the score to this class. Add the following class-level
variable to the UserControlledSprite
class:
public int score { get; set; }Also, as mentioned earlier, you're going to be swapping players back and forth between the chasing sprite and the chased sprite. That means you'll need to add a variable that will keep track of which role this particular player sprite is currently playing:
public bool isChasing { get; set; }Then, modify both constructors of the UserControlledSprite class to receive the chasing parameter. Also add
code in the bodies of both constructors to initialize the isChasing and score
variables:
public UserControlledSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, bool isChasing) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, null, 0) { score = 0; this.isChasing = isChasing; } public UserControlledSprite(Texture2D ...Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
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