//constructor public MummyWalkUp(Mummy mummy) : base(mummy) { this.mummy = mummy; this.currentFrame = 0; this.angle = 3f; this.random = new Random(); }
public static bool CollisionLDownWalls(Mummy mummy) { if (level.Blocks[((int)(mummy.Location.X + 0.5) / 32), ((int)mummy.Location.Y / 32) + 1].BlockCollision == BlockCollision.Passable) { return true; } else return false; }
public static bool CollisionDRightWalls(Mummy mummy) { if (level.Blocks[((int)mummy.Location.X / 32) + 1, ((int)mummy.Location.Y / 32)].BlockCollision == BlockCollision.Passable) { return true; } else return false; }
public static bool CollisionDectectionWalls(Mummy mummy) { bool collision = false; for (int i = 0; i < level.Blocks.GetLength(0); i++) { for (int j = 0; j < level.Blocks.GetLength(1); j++) { if (level.Blocks[i, j].BlockCollision == BlockCollision.NotPassable) { if (mummy.CollisionRect.Intersects(level.Blocks[i, j].Rectangle)) { //level.Blocks[i, j].Texture = mummy.Game.Content.Load<Texture2D>(@"PlaySceneAssets\Explorer\CollisionText"); collision = true; return collision; } } } } return false; }
//Constructor public MummyWander(Mummy mummy, int keyState) : base(mummy) { this.mummy = mummy; this.mummy.CollisionRect = new Rectangle((int)this.mummy.Location.X, (int)this.mummy.Location.Y, this.mummy.CollisionText.Width, this.mummy.CollisionText.Height); this.olderMummyState = this.oldMummyState; this.oldMummyState = keyState; this.currentFrame = 0; this.angle = 1f; this.random = new Random(); this.mummyState = new Dictionary<int, IStateMummy>() { {0, new MummyWalkDown(this.mummy)}, {1, new MummyWalkLeft(this.mummy)}, {3, new MummyWalkRight(this.mummy)}, {2, new MummyWalkUp(this.mummy)} }; }
public static bool CollisionULeftWalls(Mummy mummy) { if (level.Blocks[((int)mummy.Location.X / 32) - 1, ((int)(mummy.Location.Y + 0.5) / 32)].BlockCollision == BlockCollision.Passable) { return true; } else return false; }