Example #1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="BlockTile"/> class.
 /// </summary>
 /// <param name="location">The location of the tile.</param>
 /// <param name="name">Name of the tiles sprite.</param>
 public BlockTile(Vector2 location, string name)
 {
     blockCollisionHandler = new BlockCollisionHandler(this);
     Physics        = new Physics(location);
     spriteTint     = Color.Gray;
     isTransparent  = DetermineTransparency(name);
     sprite         = CreateCorrectSprite(name);
     Physics.Bounds = new Rectangle((int)Physics.Location.X, (int)Physics.Location.Y, (int)BlockSpriteFactory.Instance.TileWidth, (int)BlockSpriteFactory.Instance.TileHeight);
     Physics.Depth  = GameData.Instance.RoomConstants.BlockTileDepth;
     SetBounds(name);
 }
Example #2
0
 /// <summary>
 /// Initializes a new instance of the <see cref="CrossableTile"/> class.
 /// </summary>
 /// <param name="location">The location of the tile.</param>
 /// <param name="name">Name of the tiles sprite.</param>
 public CrossableTile(Vector2 location, string name)
 {
     blockCollisionHandler = new BlockCollisionHandler(this);
     Physics        = new Physics(location);
     spriteTint     = Color.Gray;
     isTransparent  = true;
     sprite         = CreateCorrectSprite(name);
     crossingSprite = CreateCorrectCrossingSprite(name);
     Physics.Bounds = new Rectangle((int)Physics.Location.X, (int)Physics.Location.Y, (int)BlockSpriteFactory.Instance.TileWidth, (int)BlockSpriteFactory.Instance.TileHeight);
     Physics.Depth  = GameData.Instance.RoomConstants.BlockTileDepth;
     ladderTime     = 30;
     playerCrossing = false;
 }
Example #3
0
 /// <summary>
 /// Initializes a new instance of the <see cref="MovableBlock"/> class.
 /// </summary>
 /// <param name="location">The location of the tile.</param>
 /// <param name="name">Name of the tiles sprite.</param>
 /// <param name="direction">Invalid Directions for this.</param>
 public MovableBlock(Vector2 location, string name, string direction)
 {
     originalLocation  = location;
     spriteTint        = LoZGame.Instance.DungeonTint;
     CurrentState      = new UnsolvedState(this);
     invalidDirections = new List <InvalidDirection>();
     string[] invalidDirectionStrings = !string.IsNullOrEmpty(direction) ? direction.Split(',') : null;
     blockCollisionHandler = new BlockCollisionHandler(this);
     Physics        = new Physics(location);
     sprite         = DungeonSpriteFactory.Instance.MovableTile();
     Physics.Bounds = new Rectangle((int)Physics.Location.X, (int)Physics.Location.Y, (int)BlockSpriteFactory.Instance.TileWidth, (int)BlockSpriteFactory.Instance.TileHeight);
     Physics.SetDepth();
     isTransparent = false;
     SetInvalidDirections(invalidDirectionStrings);
 }