void Start() { marioStates = new MarioStates(); _rigidbody = GetComponent <Rigidbody2D>(); AdjustScale(); UpdateMarioHeight(); }
public void Dead() { if (!marioIsInvincible) { //dead overrides pretty much everything CurrentSprite = new Sprites.MarioDeadSprite(); CurrentState = MarioStates.Dead; } }
public Game(int level, int subLevel, MarioStates playerstate, int coins, int points, int lives) { this.Level = level; this.SubLevel = subLevel; this.State = playerstate; this.Coins = coins; this.Lives = lives; this.Score = points; }
public Memento(int mainLevel, int subLevel, MarioStates conditionOfMario, int livesCount, int score, int coins) { this.Level = mainLevel; this.SubLevel = subLevel; this.State = conditionOfMario; this.Lives = livesCount; this.Score = score; this.Coins = coins; }
public void Crouch() { if (CurrentState != MarioStates.Dead) { CurrentState = MarioStates.Crouching; if (marioHasFire) CurrentSprite = new Sprites.MarioFireCrouchingSprite(); else if (marioIsLarge) CurrentSprite = new Sprites.MarioLargeCrouchingSprite(); } }
public MarioState(Mario mario, Camera cam) { //assume that we're starting in a small standing mario state untill the first command comes. CurrentSprite = new Sprites.MarioSmallStandingSprite(); facing = SpriteEffects.None; marioIsLarge = false; marioHasFire = false; marioHasStar = false; marioIsInvincible = false; invincibleCounter = 0; myMario = mario; CurrentState = MarioStates.Standing; camera = cam; hitCounter = Constants.hitTimeout; itemCounter = Constants.itemTimeout; starDrawCounter = 0; }
private void reloadSprite() { switch (CurrentState) { case MarioStates.Crouching: Crouch(); break; case MarioStates.Dead: Dead(); break; case MarioStates.Jumping: Jump(); break; case MarioStates.ShootingFireball: ShootFireball(); break; case MarioStates.Sliding: Slide(); break; case MarioStates.Standing: Stand(); break; case MarioStates.Walking: CurrentState = MarioStates.Standing; //have to take it out of walking state to force a sprite reload. Walk(); break; } }
public void Walk() { if (CurrentState != MarioStates.Walking && CurrentState != MarioStates.Dead) { CurrentState = MarioStates.Walking; if (marioHasFire) CurrentSprite = Sprites.SpriteFactory.MarioFireWalking; else if (marioIsLarge) CurrentSprite = Sprites.SpriteFactory.MarioLargeWalking; else CurrentSprite = Sprites.SpriteFactory.MarioSmallWalking; } }
public void Stand() { if (CurrentState != MarioStates.Dead) { CurrentState = MarioStates.Standing; if (marioHasFire) CurrentSprite = new Sprites.MarioFireStandingSprite(); else if (marioIsLarge) CurrentSprite = new Sprites.MarioLargeStandingSprite(); else CurrentSprite = new Sprites.MarioSmallStandingSprite(); } }
// Nothing currently calls this because we don't have a sprite that shows him throwing a fireball public void ShootFireball() { if (CurrentState != MarioStates.Dead && marioHasFire) { CurrentState = MarioStates.ShootingFireball; CurrentSprite = new Sprites.MarioFireBallingSprite(); } }
public void Jump() { //because crouch jumping /is/ a thing, crouch overrides jump as far as displayed sprite. if (CurrentState != MarioStates.Dead && CurrentState != MarioStates.Crouching) { CurrentState = MarioStates.Jumping; if (marioHasFire) CurrentSprite = new Sprites.MarioFireJumpingSprite(); else if (marioIsLarge) CurrentSprite = new Sprites.MarioLargeJumpingSprite(); else CurrentSprite = new Sprites.MarioSmallJumpingSprite(); } }
public void ShootFireball() { if (CurrentState != MarioStates.Dead && marioHasFire) { CurrentState = MarioStates.shootingFireball; CurrentSprite = new Sprites.MarioFireBallingSprite(); Fireball fireball = new Fireball(myMario.xPosition, myMario.yPosition, camera); fireball.shoot(); } }