public GameWinGameState(Game1 game, IGameState oldRoomState) { Game = game; roomStatePreserved = (RoomGameState)oldRoomState; spawnableManager = (SpawnableManager)roomStatePreserved.SpawnableManager; curtain = new Curtain(game.SpriteBatch); win = SoundFactory.Instance.CreateWinSound(); refill = SoundFactory.Instance.CreateRefillSound(); }
public MinimapManager(RoomGameState roomGameState, int numPlayers) { this.roomGameState = roomGameState; this.numPlayers = numPlayers; minimapSprite = HUDSpriteFactory.Instance.CreateMiniMapSprite(); linkMinimapSquare = HUDSpriteFactory.Instance.CreateLinkMinimapSquareSprite(); triforceMinimapSquare = HUDSpriteFactory.Instance.CreateTriforceMinimapSquareSprite(); displayMinimap = false; hasCompass = false; }
public ItemSelectionGameState(IPlayer player, RoomGameState oldRoomState) { Game = player.Game; InventoryMenu = new InventoryMenu(player); mapMenu = new MapMenu(player, oldRoomState.RoomMap); hud = oldRoomState.Hud; camera = new ItemSelectionStateCamera(hud, new List <IMenu> { InventoryMenu, mapMenu }); roomStatePreserved = oldRoomState; InitControllerList(); }
public void HandleCollision(IPlayer link, IBlock roomChangeTrigger, Constants.Direction side) { RoomGameState roomGameState = (RoomGameState)link.Game.State; RoomChangeTrigger roomChangeTriggerCast = (RoomChangeTrigger)roomChangeTrigger; if (roomGameState.CurrentRoom.GetRoom(roomChangeTriggerCast.Side) == null) { new LinkImmovableBlockCollisionHandler().HandleCollision(link, roomChangeTrigger, side); } else { roomGameState.MoveRoom(roomChangeTriggerCast.Side); } }
public GameLoseGameState(Game1 game, IGameState oldRoomState) { Game = game; roomStatePreserved = (RoomGameState)oldRoomState; spawnableManager = (SpawnableManager)roomStatePreserved.SpawnableManager; link_die = SoundFactory.Instance.CreateLinkDieSound(); game_over = SoundFactory.Instance.CreateGameOverSound(); gameOverSprite = GameStateSpriteFactory.Instance.CreateGameOverSprite(); redOverlaySprite = GameStateSpriteFactory.Instance.CreateRedOverlaySprite(); GameLoseMenu = new GameLoseMenu(Game); controllerList = GetControllerList(GameLoseMenu.Buttons); }
public RoomTransitionGameState(RoomGameState roomGameState, Constants.Direction direction) { RoomGameState = roomGameState; Game = RoomGameState.Game; this.direction = direction; currentRoom = roomGameState.CurrentRoom; nextRoom = currentRoom.GetRoom(direction); nextRoom.ResetRoom(); initialMoveDistance = GetInitialMoveDistance(direction); distanceToMove = (int)initialMoveDistance.Length(); velocity = GetVelocity(direction); distanceMoved = 0; UpdateObjectPositions(nextRoom, initialMoveDistance); }
public ChangeRoomRightCommand(RoomGameState rooms) { this.rooms = rooms; }
public ChangeRoomDownCommand(RoomGameState rooms) { this.rooms = rooms; }