Exemple #1
0
        public override void Update(float elapsed)
        {
            Velocity += Acceleration * elapsed;

            timer += elapsed;
            if (timer > Constants.MARIO_DEAD_TIME)
            {
                PlayerChar.OnLifeEvent(new DecEvent());
            }
        }
Exemple #2
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        public static List <IController> LoadLevelControllers1P(PlayerChar mario, Scene scene)
        {
            List <IController> controllers = new List <IController>();

            // Add keyboard to list
            controllers.Add(SetupLevelKeyboard1P(mario, scene));

            controllers.Add(SetupLevelGamepad(PlayerIndex.One, mario, scene));

            return(controllers);
        }
Exemple #3
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        public static GamePadController SetupLevelGamepad(PlayerIndex player, PlayerChar playerChar, Scene scene)
        {
            GamePadController gamepad = new GamePadController(player);

            // Add commands here
            gamepad.AddPlayerCommand((int)Buttons.DPadUp, new UpCommand(playerChar));
            gamepad.AddPlayerCommand((int)Buttons.DPadDown, new DownCommand(playerChar));
            gamepad.AddPlayerCommand((int)Buttons.DPadLeft, new LeftCommand(playerChar));
            gamepad.AddPlayerCommand((int)Buttons.DPadRight, new RightCommand(playerChar));

            return(gamepad);
        }
Exemple #4
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        public static KeyboardController SetupLevelKeyboard1P(PlayerChar mario, Scene scene)
        {
            KeyboardController keyboard = new KeyboardController();

            // Add system commands here
            keyboard.AddSystemCommand((int)Keys.Q, new QuitCommand(scene));
            keyboard.AddSystemCommand((int)Keys.Space, new ResetCommand(scene));
            keyboard.AddSystemCommand((int)Keys.P, new PauseCommand(scene));

            keyboard.AddPlayerCommand((int)Keys.W, new UpCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.S, new DownCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.A, new LeftCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.D, new RightCommand(mario));


            keyboard.AddPlayerCommand((int)Keys.U, new MarioSuperCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.I, new MarioFireCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.O, new MarioDamageCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.Y, new MarioResetCommand(mario));

            keyboard.AddPlayerCommand((int)Keys.F, new MarioFireBallCommand(mario));
            return(keyboard);
        }
Exemple #5
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        public static KeyboardController SetupLevelKeyboard2P(PlayerChar mario, PlayerChar luigi, Scene scene)
        {
            KeyboardController keyboard = new KeyboardController();

            // Add system commands here
            keyboard.AddSystemCommand((int)Keys.Q, new QuitCommand(scene));
            keyboard.AddSystemCommand((int)Keys.Space, new ResetCommand(scene));
            keyboard.AddSystemCommand((int)Keys.P, new PauseCommand(scene));

            // Add player commands here
            keyboard.AddPlayerCommand((int)Keys.Up, new UpCommand(luigi));
            keyboard.AddPlayerCommand((int)Keys.Down, new DownCommand(luigi));
            keyboard.AddPlayerCommand((int)Keys.Left, new LeftCommand(luigi));
            keyboard.AddPlayerCommand((int)Keys.Right, new RightCommand(luigi));

            keyboard.AddPlayerCommand((int)Keys.W, new UpCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.S, new DownCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.A, new LeftCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.D, new RightCommand(mario));

            keyboard.AddPlayerCommand((int)Keys.F, new MarioFireBallCommand(mario));
            keyboard.AddPlayerCommand((int)Keys.L, new MarioFireBallCommand(luigi));
            return(keyboard);
        }
Exemple #6
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 protected AbstractActionState(MarioActionStateMachine sm, PlayerChar player)
 {
     StateMachine = sm;
     PlayerChar   = player;
 }
Exemple #7
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 public LeftCommand(PlayerChar character)
     : base(character)
 {
 }
Exemple #8
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 public void Enter(AbstractActionState state)
 {
     PlayerChar.ChangeActionState(state);
     PlayerChar.Acceleration = state.stateAccel;
     PlayerChar.Animation    = state.Animation;
 }
Exemple #9
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 public RightCommand(PlayerChar character)
     : base(character)
 {
 }
Exemple #10
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 protected MarioPowerUpCommand(PlayerChar character)
 {
     receiver = character;
 }
 public UpCommand(PlayerChar character)
     : base(character)
 {
 }
 public MarioMiniStarState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.STARMINI;
 }
Exemple #13
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 public MarioFireBallCommand(PlayerChar player)
     : base(player)
 {
 }
Exemple #14
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 public MarioDeadState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.DEAD;
 }
 public MarioSuperCommand(PlayerChar character)
     : base(character)
 {
 }
 public InvulnerableState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.STARMINI;
 }
 public MarioResetCommand(PlayerChar character)
     : base(character)
 {
 }
Exemple #18
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 public MarioCrouchingState(MarioActionStateMachine sm, PlayerChar player)
     : base(sm, player)
 {
     Animation = new MarioCrouchingAnimation();
     timer     = 0;
 }
Exemple #19
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 public MarioIdleState(MarioActionStateMachine sm, PlayerChar player) : base(sm, player)
 {
     Animation = new MarioStandingAnimation();
 }
 public MarioStandardState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.NORMAL;
 }
 public MarioFireCommand(PlayerChar character)
     : base(character)
 {
 }
 public MarioSuperState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.SUPER;
 }
Exemple #23
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 public MarioRunningState(MarioActionStateMachine sm, PlayerChar player)
     : base(sm, player)
 {
     Animation = new MarioRunningAnimation();
 }
 public MarioFireState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.FIRE;
 }
Exemple #25
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 public DownCommand(PlayerChar character) : base(character)
 {
 }
Exemple #26
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 protected MarioActionCommand(PlayerChar character)
 {
     receiver = character;
 }
 protected AbstractPowerUpState(MarioPowerUpStateMachine sm, PlayerChar player)
 {
     StateMachine = sm;
     PlayerChar   = player;
 }
 public MarioDamageCommand(PlayerChar character)
     : base(character)
 {
 }
Exemple #29
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 public MarioBigStarState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.STARBIG;
 }