public Mario(Game1 game, Scene scene) { MarioFactory = new MarioFactory(game); currentSprite = (MarioSprite)MarioFactory.MakeProduct(1); powerupStateFactor = 0; actionStateFactor = 1; direction = 1; idle = new MarioIdleState(this); jump = new MarioJumpingState(this); walk = new MarioWalkingState(this); crouch = new MarioCrouchingState(this); fall = new MarioFallingState(this); standard = new MarioStandard(this); super = new MarioSuper(this); fire = new MarioFire(this); dead = new MarioDead(this); powerupState = standard; currentState = idle; previousState = currentState; previousSprite = currentSprite; this.game = game; this.scene = scene; gravity = scene.Gravity; isGrounded = false; points = 0; coins = 10; lives = 3; sounds = new SoundMachine(game); }
public OtherCollision(Mario mario, Scene scene, Quadtree quadtree) { this.scene = scene; this.mario = mario; this.sprites = scene.SSprites; this.movsprites = scene.MovSprites; this.quad = quadtree; this.sounds = new SoundMachine(scene.Game); this.nearObjects = new List<Sprite>(); }
public Sprite(Scene scene, Vector2 position, Texture2D texture, Rectangle sourceRect, int timePerFrame, int numberOfFrames, bool isAnimated) { this.scene = scene; this.isAnimated = isAnimated; this.numberOfFrames = numberOfFrames; this.position = position; this.texture = texture; this.timePerFrame = timePerFrame; this.sourceRect = sourceRect; this.origin.X = 0; this.origin.Y = 0; Velocity = new Vector2(0, 0); blockFactory = new BlockFactory(scene.Game); itemFactory = new ItemFactory(scene.Game); enemyFactory = new EnemyFactory(scene.Game); this.sounds = new SoundMachine(scene.Game); // frameWidth = sourceRect.Width / numberOfFrames; frameWidth = 16; collisionBox = new CollisionBox(position.X, position.Y, 32, SourceRect.Height*2); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { scene = new Scene(this); scene.LoadContent(); // TODO: use this.Content to load your game content here }
public Collision(Mario mario, Scene scene) { this.mario = mario; this.sprites = scene.Sprites; }
public DestroyBlockCommand(Scene receiver) { this.receiver = receiver; }
public PlaceBlockCommand(Scene receiver) { this.receiver = receiver; }
public GoombaWalkingSprite(Scene scene, Vector2 position, Texture2D texture, Rectangle sourceRect, int timePerFrame, int numberOfFrames, bool isAnimated) : base(scene, position, texture, sourceRect, timePerFrame, numberOfFrames, isAnimated) { this.scene = scene; Velocity = new Vector2(-5, 0); }
public GoombaSquishedSprite(Scene scene, Vector2 position, Texture2D texture, Rectangle sourceRect, int timePerFrame, int numberOfFrames, bool isAnimated) : base(scene, position, texture, sourceRect, timePerFrame, numberOfFrames, isAnimated) { }
public MushroomSprite(Scene scene, Vector2 position, Texture2D texture, Rectangle sourceRect, int timePerFrame, int numberOfFrames, bool isAnimated) : base(scene, position, texture, sourceRect, timePerFrame, numberOfFrames, isAnimated) { Velocity = new Vector2(-5, 0); }
public EnemyFactory(Game1 game) { this.game = game; this.texture = game.Content.Load<Texture2D>("Enemies"); this.scene = game.scene; }