public UsedBlockEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds)//there are no sounds for used blocks { Factory = new BlockFactory(); BState = new UsedBlockState(this); Sprite = Factory.BuildSprite(Factory.FindType(BState), loc); BState.Enter(null); SpritePosition = loc; InitialPos = loc; EntityCollision = new BlockCollision(this); }
public HiddenBlockEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds) { Sounds = sounds; Factory = new BlockFactory(); BState = new HiddenBlockState(this); Sprite = Factory.BuildSprite(Factory.FindType(BState), loc); BState.Enter(null); SpritePosition = loc; InitialPos = loc; EntityCollision = new BlockCollision(this); }
public PipeBlockEntity(Vector2 loc, EventSoundEffects eventSound) : base(loc, eventSound) { Sounds = eventSound; Factory = new BlockFactory(); BState = new PipeBlockState(this); Sprite = Factory.BuildSprite(Factory.FindType(BState), loc); BState.Enter(null); SpritePosition = loc; InitialPos = loc; EntityCollision = new BlockCollision(this); Warpable = false; WarpVelocity = new Vector2(0, -1);//normally an outpipe }
public BridgeBlockEntity(Vector2 loc, EventSoundEffects eventSound) : base(loc, eventSound) { Items = new Collection <Entity> { this//first is this one }; Sounds = eventSound; Factory = new BlockFactory(); BState = new BridgeBlockState(this); Sprite = Factory.BuildSprite(Factory.FindType(BState), loc); BState.Enter(null); SpritePosition = loc; InitialPos = loc; EntityCollision = new BlockCollision(this); }