Example #1
0
 public MarioObject(Vector2 startingPosition, ContentManager cont, AudioManager audio)
 {
     _opacity             = 1.0f;
     warpingUpdates       = 0;
     _objectsToNotCollide = new List <AbsObject>();
     _objectsToAdd        = new List <AbsObject>();
     isVisible            = true;
     deleteThis           = false;
     _position            = startingPosition;
     content       = cont;
     _velocity     = new Vector2(0);
     _acceleration = new Vector2(0, 0.05f);
     powerUpState  = new SmallState(this);
     movementState = new RightIdleState(this);
     isGrounded    = true;
     warped        = true;
     Pipe          = null;
     PipeContacted = null;
     origMoveState = null;
     origSprite    = null;
     tookDamage    = false;
     this.audio    = audio;
 }
Example #2
0
        public override void Update(GameTime gameTime)
        {
            if (!warped && (movementState is WarpDownState || movementState is WarpUpState))
            {
                if (movementState is WarpDownState)
                {
                    this.Displace(0, 1);
                }
                else
                {
                    this.Displace(0, -1);
                }
                warpingUpdates++;
                if (warpingUpdates >= (_hitbox.Value.Max.Y - _hitbox.Value.Min.Y))
                {
                    if (movementState is WarpDownState)
                    {
                        this.Teleport(Pipe.WarpDestination.Value.X + 9, Pipe.WarpDestination.Value.Y);
                        warpingUpdates = 0;
                        origSprite     = _sprite;
                        movementState  = new WarpUpState(this);
                        _sprite        = origSprite;
                    }
                    else
                    {
                        if (origMoveState is RightIdleState || origMoveState is RightWalkingState)
                        {
                            movementState = new RightIdleState(this);
                        }
                        else
                        {
                            movementState = new LeftIdleState(this);
                        }
                        //_velocity = new Vector2(0);
                        warped = true;
                    }
                    warpingUpdates = 0;
                }
            }
            else
            {
                _velocity = _velocity + _acceleration;
            }

            if (_velocity.Y > 0.5)
            {
                this.isGrounded = false;
                //if (!(movementState is LeftJumpingIdleState || movementState is LeftJumpingState || movementState is RightJumpingState || movementState is RightJumpingState))
                //    movementState = new RightJumpingState(this);
            }

            if (tookDamage)
            {
                damageCounter++;
                if (damageCounter >= 10)
                {
                    tookDamage = false;
                }
            }

            if (!(movementState is DeadState))
            {
                if (this.Position.Y > 500)
                {
                    powerUpState  = new SmallState(this);
                    movementState = new DeadState(this);
                }
            }

            Sprite.Update(gameTime);
            PipeContacted = null;
            _objectsToNotCollide.Clear();
        }