Exemple #1
0
        public static CAnimationObject MakeObject(IDObject _type, Vector2 _pos)
        {
            CAnimationObject _object = null;

            switch (_type)
            {
            //case IDObject.SMALL_MARIO:
            //    _object = new Mario(_pos);
            //    break;
            case IDObject.ENEMY_GOOMBA_OW:
                _object = new Goomba(_pos, IDDir.LEFT);
                break;

            case IDObject.ENEMY_KOOPA_OW:
                _object = new Koopa(_pos);
                break;

            case IDObject.MISC_BASE_BRICK:
                _object = new BaseBrick(_pos);
                break;

            case IDObject.MISC_BIG_GRASS:
                _object = new BigGrass(_pos);
                break;

            case IDObject.MISC_BIG_MOUNTAIN:
                _object = new BigMountain(_pos);
                break;

            case IDObject.MISC_CASTLE:
                _object = new Castle(_pos);
                break;

            case IDObject.ENEMY_BOSS:
                _object = new Boss(_pos);
                break;

            //case IDObject.MISC_GATE_PIPE:
            //_object = new GatePipe(_pos, IDStatus.GATE_PIPE_DOWN);
            //break;
            case IDObject.MISC_HARD_BRICK:
                _object = new HardBrick(_pos);
                break;

            case IDObject.MISC_IRON_BRICK:
                _object = new HardBrick(_pos);
                break;

            case IDObject.MISC_STOCK_PIPE:
                _object = new StockPipe(_pos);
                break;

            case IDObject.MISC_MEDIUM_GRASS:
                _object = new MediumGrass(_pos);
                break;

            case IDObject.MISC_MEDIUM_MOUNTAIN:
                _object = new MediumMountain(_pos);
                break;

            case IDObject.MISC_PIECE:
                _object = new Piece(_pos);
                break;

            case IDObject.MISC_QUESTION_BRICK:
                _object = new QuestionBrick(_pos, IDObject.ITEM_COIN_ACTIVATED);
                break;

            case IDObject.MISC_SMALL_GRASS:
                _object = new SmallGrass(_pos);
                break;

            case IDObject.MISC_SOFT_BRICK:
                _object = new SoftBrick(_pos);
                break;

            case IDObject.MISC_GOAL_POLE:
                _object = new GoalPole(_pos);
                break;

            case IDObject.MISC_GATE_PIPE:
                _object = new GatePipe(_pos);
                break;

            case IDObject.MISC_FLAG:
                _object = new Flag(_pos);
                break;

            //case IDObject.BRICK_COIN:
            //    _object = new QuestionBrick(_pos, IDObject.ITEM_COIN_ACTIVATED);
            //    break;
            case IDObject.ITEM_STARMAN:
                _object = new ItemStarman(_pos);
                break;

            //case IDObject.MISC_UP_PIPE:
            //    _object = new UpPipe(_pos);
            //    break;
            case IDObject.ITEM_1UP_MUSHROOM:
                _object = new Item1UpMushroom(_pos);
                break;

            case IDObject.MISC_SMALL_CLOUND:
                _object = new SmallClound(_pos);
                break;

            case IDObject.MISC_MEDIUM_CLOUND:
                _object = new MediumClound(_pos);
                break;

            case IDObject.MISC_BIG_CLOUND:
                _object = new BigClound(_pos);
                break;

            case IDObject.ITEM_COIN_ACTIVATED:
                _object = new ItemCoin(_pos, IDObject.ITEM_COIN_ACTIVATED);
                break;

            case IDObject.ITEM_COIN_NORMAL:
                _object = new ItemCoin(_pos, IDObject.ITEM_COIN_NORMAL);
                break;

            case IDObject.ITEM_FIRE_FLOWER:
                _object = new ItemFireFlower(_pos);
                break;

            case IDObject.ITEM_SUPER_MUSHROOM:
                _object = new ItemSuperMushroom(_pos);
                break;

            case IDObject.ITEM_GROW_UP:
                _object = new ItemGrowUp(_pos);
                break;

            //case IDObject.BRICK_COIN:
            //    _object = new QuestionBrick(_pos, IDObject.ITEM_COIN_ACTIVATED);
            //    break;
            //case IDObject.BRICK_FLOWER:
            //    _object = new QuestionBrick(_pos, IDObject.ITEM_FIRE_FLOWER);
            //    break;
            //case IDObject.BRICK_SUPPERMUSHROOM:
            //    _object = new QuestionBrick(_pos, IDObject.ITEM_SUPER_MUSHROOM);
            //    break;
            //case IDObject.BRICK_1UPMUSHROOM:
            //    _object = new QuestionBrick(_pos, IDObject.BRICK_1UPMUSHROOM);
            //    break;
            //case IDObject.BRICK_STAR:
            //    _object = new QuestionBrick(_pos, IDObject.ITEM_STARMAN);
            //    break;
            default:
                break;
            }

            return(_object);
        }
        public static CAnimationObject MakeObject(IDObject _type, Vector2 _pos)
        {
            CAnimationObject _object = null;
            switch (_type)
            {
                //case IDObject.SMALL_MARIO:
                //    _object = new Mario(_pos);
                //    break;
                case IDObject.ENEMY_GOOMBA_OW:
                    _object = new Goomba(_pos, IDDir.LEFT);
                    break;
                case IDObject.ENEMY_KOOPA_OW:
                    _object = new Koopa(_pos);
                    break;
                case IDObject.MISC_BASE_BRICK:
                    _object = new BaseBrick(_pos);
                    break;
                case IDObject.MISC_BIG_GRASS:
                    _object = new BigGrass(_pos);
                    break;
                case IDObject.MISC_BIG_MOUNTAIN:
                    _object = new BigMountain(_pos);
                    break;
                case IDObject.MISC_CASTLE:
                    _object = new Castle(_pos);
                    break;
                case IDObject.ENEMY_BOSS:
                    _object = new Boss(_pos);
                    break;
                //case IDObject.MISC_GATE_PIPE:
                    //_object = new GatePipe(_pos, IDStatus.GATE_PIPE_DOWN);
                    //break;
                case IDObject.MISC_HARD_BRICK:
                    _object = new HardBrick(_pos);
                    break;
                case IDObject.MISC_IRON_BRICK:
                    _object = new HardBrick(_pos);
                    break;
                case IDObject.MISC_STOCK_PIPE:
                    _object = new StockPipe(_pos);
                    break;
                case IDObject.MISC_MEDIUM_GRASS:
                    _object = new MediumGrass(_pos);
                    break;
                case IDObject.MISC_MEDIUM_MOUNTAIN:
                    _object = new MediumMountain(_pos);
                    break;
                case IDObject.MISC_PIECE:
                    _object = new Piece(_pos);
                    break;
                case IDObject.MISC_QUESTION_BRICK:
                    _object = new QuestionBrick(_pos, IDObject.ITEM_COIN_ACTIVATED);
                    break;
                case IDObject.MISC_SMALL_GRASS:
                    _object = new SmallGrass(_pos);
                    break;
                case IDObject.MISC_SOFT_BRICK:
                    _object = new SoftBrick(_pos);
                    break;
                case IDObject.MISC_GOAL_POLE:
                    _object = new GoalPole(_pos);
                    break;
                case IDObject.MISC_GATE_PIPE:
                    _object = new GatePipe(_pos);
                    break;
                case IDObject.MISC_FLAG:
                    _object = new Flag(_pos);
                    break;
                //case IDObject.BRICK_COIN:
                //    _object = new QuestionBrick(_pos, IDObject.ITEM_COIN_ACTIVATED);
                //    break;
                case IDObject.ITEM_STARMAN:
                    _object = new ItemStarman(_pos);
                    break;
                //case IDObject.MISC_UP_PIPE:
                //    _object = new UpPipe(_pos);
                //    break;
                case IDObject.ITEM_1UP_MUSHROOM:
                    _object = new Item1UpMushroom(_pos);
                    break;
                case IDObject.MISC_SMALL_CLOUND:
                    _object = new SmallClound(_pos);
                    break;
                case IDObject.MISC_MEDIUM_CLOUND:
                    _object = new MediumClound(_pos);
                    break;
                case IDObject.MISC_BIG_CLOUND:
                    _object = new BigClound(_pos);
                    break;
                case IDObject.ITEM_COIN_ACTIVATED:
                    _object = new ItemCoin(_pos, IDObject.ITEM_COIN_ACTIVATED);
                    break;
                case IDObject.ITEM_COIN_NORMAL:
                    _object = new ItemCoin(_pos, IDObject.ITEM_COIN_NORMAL);
                    break;
                case IDObject.ITEM_FIRE_FLOWER:
                    _object = new ItemFireFlower(_pos);
                    break;
                case IDObject.ITEM_SUPER_MUSHROOM:
                    _object = new ItemSuperMushroom(_pos);
                    break;
                case IDObject.ITEM_GROW_UP:
                    _object = new ItemGrowUp(_pos);
                    break;
                //case IDObject.BRICK_COIN:
                //    _object = new QuestionBrick(_pos, IDObject.ITEM_COIN_ACTIVATED);
                //    break;
                //case IDObject.BRICK_FLOWER:
                //    _object = new QuestionBrick(_pos, IDObject.ITEM_FIRE_FLOWER);
                //    break;
                //case IDObject.BRICK_SUPPERMUSHROOM:
                //    _object = new QuestionBrick(_pos, IDObject.ITEM_SUPER_MUSHROOM);
                //    break;
                //case IDObject.BRICK_1UPMUSHROOM:
                //    _object = new QuestionBrick(_pos, IDObject.BRICK_1UPMUSHROOM);
                //    break;
                //case IDObject.BRICK_STAR:
                //    _object = new QuestionBrick(_pos, IDObject.ITEM_STARMAN);
                //    break;
                default:
                    break;
            }

            return _object;
        }