public static BlockEntity BuildBlockEntity(Blocks type, Vector2 loc, EventSoundEffects sounds) { BlockEntity toReturn = null; switch (type) { case Blocks.UsedBlock: toReturn = new UsedBlockEntity(loc, sounds); break; case Blocks.QuestionBlock: toReturn = new QuestionBlockEntity(loc, sounds); break; case Blocks.BrickBlock: toReturn = new BrickBlockEntity(loc, sounds); break; case Blocks.HiddenBlock: toReturn = new HiddenBlockEntity(loc, sounds); break; case Blocks.PipeBlock: toReturn = new PipeBlockEntity(loc, sounds); break; case Blocks.BridgeBlock: toReturn = new BridgeBlockEntity(loc, sounds); break; } return(toReturn); }
public AxeEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds) { Sounds = sounds; InitialPos = loc; Sprite = new Axe(loc); EntityCollision = new ItemCollision(this); }
public static Entity BuildItemEntity(ItemType type, Vector2 loc, EventSoundEffects sounds) { Entity toReturn = null; switch (type) { case ItemType.Flower: toReturn = new FlowerEntity(loc, sounds); break; case ItemType.Coin: toReturn = new CoinEntity(loc, sounds); break; case ItemType.RedMushroom: toReturn = new RedMushroomEntity(loc, sounds); break; case ItemType.GreenMushroom: toReturn = new GreenMushroomEntity(loc, sounds); break; case ItemType.Star: toReturn = new StarEntity(loc, sounds); break; case ItemType.Axe: toReturn = new AxeEntity(loc, sounds); break; } return(toReturn); }
public RedMushroomEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds) { Sounds = sounds; Sound = EventSoundEffects.EventSounds.CollectPowerUp; InitialPos = loc; Sprite = new RedMushroom(loc); EntityCollision = new ItemCollision(this); State = new StandardItemState(this); State.NextState = new MovingItemState(this); }
public CoinEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds) { Sounds = sounds; Sound = EventSoundEffects.EventSounds.CollectCoin; InitialPos = loc; Sprite = new Coin(loc); EntityCollision = new ItemCollision(this); State = new StandardItemState(this); State.NextState = new StandardItemState(this); }
public UsedBlockEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds)//there are no sounds for used blocks { Factory = new BlockFactory(); BState = new UsedBlockState(this); Sprite = Factory.BuildSprite(Factory.FindType(BState), loc); BState.Enter(null); SpritePosition = loc; InitialPos = loc; EntityCollision = new BlockCollision(this); }
public HiddenBlockEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds) { Sounds = sounds; Factory = new BlockFactory(); BState = new HiddenBlockState(this); Sprite = Factory.BuildSprite(Factory.FindType(BState), loc); BState.Enter(null); SpritePosition = loc; InitialPos = loc; EntityCollision = new BlockCollision(this); }
public PipeBlockEntity(Vector2 loc, EventSoundEffects eventSound) : base(loc, eventSound) { Sounds = eventSound; Factory = new BlockFactory(); BState = new PipeBlockState(this); Sprite = Factory.BuildSprite(Factory.FindType(BState), loc); BState.Enter(null); SpritePosition = loc; InitialPos = loc; EntityCollision = new BlockCollision(this); Warpable = false; WarpVelocity = new Vector2(0, -1);//normally an outpipe }
public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; ContentLoad = Content; IsMouseVisible = true; Sounds = new EventSoundEffects(Content); MediaPlayer.IsRepeating = true; MarioGame1 = this; deadCount = 0; hidden = false; }
public MarioEntity(Vector2 location, EventSoundEffects sounds) { Sounds = sounds; WonGame = false; Factory = new MarioFactory(); PowerState = new MarioStandardState(this); ActionState = new Idling(this); Facing = true; Sprite = Factory.MarioSprite(PowerState, ActionState, Facing, location); SpritePosition = location; SpriteVelocity = new Vector2(0, 0); EntityCollision = new MarioCollision(this); Live = 3; }
public BridgeBlockEntity(Vector2 loc, EventSoundEffects eventSound) : base(loc, eventSound) { Items = new Collection <Entity> { this//first is this one }; Sounds = eventSound; Factory = new BlockFactory(); BState = new BridgeBlockState(this); Sprite = Factory.BuildSprite(Factory.FindType(BState), loc); BState.Enter(null); SpritePosition = loc; InitialPos = loc; EntityCollision = new BlockCollision(this); }
public Level(GraphicsDeviceManager _graphics, string path, EventSoundEffects events) { Timer = 301f; Sounds = events; Graphics = _graphics; Path = path; using (var reader = new StreamReader(@"../../../../Levels/" + Path)) { reader.ReadLine(); string windowSize = reader.ReadLine(); ScreenWidth = Convert.ToInt32(windowSize.Split(',')[1]); ScreenHeight = Convert.ToInt32(windowSize.Split(',')[2]); Grid = new UniformGrid(ScreenWidth, ScreenHeight); while (!reader.EndOfStream) { AddingEntity(reader); } } }
protected ItemEntity(Vector2 loc, EventSoundEffects sounds) { }
protected BlockEntity(Vector2 loc, EventSoundEffects eventSound) { Revealable = false; Sounds = eventSound; }