public void Reset() { RigidBody.CollisionLayerMask = CollisionLayer.All; RigidBody.Velocity = Vector2.Zero; JumpHoldCount = 0; TransitionToBigCount = Constants.MARIO_TRANSITION_COUNT_MAX; TransitionToSmallCount = Constants.MARIO_TRANSITION_COUNT_MAX; State = new MarioState(this); }
public MarioStateSmall(MarioState state) : base(state) { state.mario.Size = new Point(Constants.SMALL_MARIO_WIDTH, Constants.SMALL_MARIO_HEIGHT); }
public MarioStateDead(MarioState state) : base(state) { state.mario.Size = new Point(Constants.DEAD_MARIO_WIDTH, Constants.DEAD_MARIO_HEIGHT); state.mario.RigidBody.CollisionLayerMask = CollisionLayer.None; }
public MarioStateFire(MarioState state) : base(state) { state.mario.Size = new Point(Constants.FIRE_MARIO_WIDTH, Constants.FIRE_MARIO_HEIGHT); }
public MarioStateBig(MarioState state) : base(state) { state.mario.Size = new Point(Constants.BIG_MARIO_WIDTH, Constants.BIG_MARIO_HEIGHT); }