public WolverineMovingLeftState(IWolverine enemy) { this.enemy = enemy; this.enemy.Sprite = Game.SpriteFactories.WolverineSpriteFactory.CreateWolverineLeftMovingSprite(); enemy.Physics.VelocityMaximum = new Vector2(10, enemy.Physics.VelocityMaximum.Y); enemy.Physics.VelocityMinimum = new Vector2(-10, enemy.Physics.VelocityMinimum.Y); enemy.Physics.Velocity = new Vector2(-10, 0); }
public WolverineChuckCharginRightState(IWolverine enemy) { this.enemy = enemy; this.enemy.Sprite = Game.SpriteFactories.WolverineSpriteFactory.CreateWolverineChuckCharginRightSprite(); enemy.Physics.VelocityMaximum = new Vector2(10, enemy.Physics.VelocityMaximum.Y); enemy.Physics.VelocityMinimum = new Vector2(-10, enemy.Physics.VelocityMinimum.Y); enemy.Physics.Velocity = new Vector2(10, 0); }
public WolverineRightDownState(IWolverine enemy) { this.enemy = enemy; this.enemy.Sprite = Game.SpriteFactories.WolverineSpriteFactory.CreateWolverineRightDownSprite(); enemy.Physics.ResetPhysics(); this.enemy.CanDealDamage = false; this.enemy.IsHit = true; }
public WolverinePipeCollisionHandler(CollisionData collision) { this.collision = collision; collisionSide = (ICollisionSide)collision.CollisionSide; if (collision.GameObjectA is IWolverine) { enemy = (IWolverine)collision.GameObjectA; } else { enemy = (IWolverine)collision.GameObjectB; collisionSide = collisionSide.FlipSide(); } }
public BuckeyeWolverineCollisionHandler(CollisionData collision) { this.collision = collision; side = collision.CollisionSide; if (collision.GameObjectA is IBuckeyePlayer) { player = (IBuckeyePlayer)collision.GameObjectA; enemy = (IWolverine)collision.GameObjectB; } else { player = (IBuckeyePlayer)collision.GameObjectB; enemy = (IWolverine)collision.GameObjectA; side = side.FlipSide(); } }
public WolverineLeftIdleState(IWolverine enemy) { this.enemy = enemy; this.enemy.Sprite = Game.SpriteFactories.WolverineSpriteFactory.CreateWolverineLeftIdleSprite(); }
public WolverineChuckIdleRightState(IWolverine enemy) { this.enemy = enemy; this.enemy.Sprite = Game.SpriteFactories.WolverineSpriteFactory.CreateWolverineChuckIdleRightSprite(); enemy.Physics.ResetPhysics(); }