public HoleDoorTopState(Entities.Doors.Door currentDoor) { CurrentDoor = currentDoor; Sprite = BlockSpriteFactory.Instance.CreateHoleDoorTop(); IsOpen = true; doorDirection = DoorDirection.UP; }
public WallRightState(Entities.Doors.Door currentDoor) { CurrentDoor = currentDoor; Sprite = BlockSpriteFactory.Instance.CreateWallRight(); IsOpen = false; doorDirection = DoorDirection.RIGHT; }
public OpenDoorLeftState(Entities.Doors.Door currentDoor) { CurrentDoor = currentDoor; Sprite = BlockSpriteFactory.Instance.CreateOpenDoorLeft(); IsOpen = true; doorDirection = DoorDirection.LEFT; }
public LockedDoorBottomState(Entities.Doors.Door currentDoor) { CurrentDoor = currentDoor; Sprite = BlockSpriteFactory.Instance.CreateLockedDoorBottom(); IsOpen = false; doorDirection = DoorDirection.DOWN; }
public ClosedDoorTopState(Entities.Doors.Door currentDoor) { CurrentDoor = currentDoor; Sprite = BlockSpriteFactory.Instance.CreateClosedDoorTop(); IsOpen = false; doorDirection = DoorDirection.UP; }