public Mario(int x, int y) : base(ObjectType.OT_Mario) { FireBalls = new List<FireBall>(); for (int i = 0; i < 2; i++) FireBalls.Add(new FireBall(0, 0)); for (int i = 0; i < 2; i++) AddObject(FireBalls[i]); Type = MarioType.MT_Small; SetMarioProperties(); this.x = x * 16; this.y = LevelGenerator.LevelHeight - 16 * y - height; Visible = true; ControlPressed = false; Blinking = false; BlinkingShow = true; Moving = false; Jumping = false; Direction = MarioDir.MD_Right; State = MarioJumpState.J_None; MoveState = MarioMoveState.J_None; TimerGenerator.AddTimerEventHandler(TimerType.TT_100, OnAnimate); TimerGenerator.AddTimerEventHandler(TimerType.TT_50, OnJumpTick); TimerGenerator.AddTimerEventHandler(TimerType.TT_50, OnMoveTick); TimerGenerator.AddTimerEventHandler(TimerType.TT_50, OnCheckCollisions); }
public void SetX(int x) { if (x > 0) { Direction = MarioDir.MD_Right; } else { Direction = MarioDir.MD_Left; } this.x += x; SetDirections(); Moving = true; //LevelGenerator.Raise_Event(LevelGenerator.LevelEvent.LE_Check_Collision); }
public void MarioMove(MarioMoveState s) { MoveState = s; if (Direction != MarioDir.MD_Left) { if (s == MarioMoveState.J_Left) { Direction = MarioDir.MD_Left; } } if (Direction != MarioDir.MD_Right) { if (s == MarioMoveState.J_Right) { Direction = MarioDir.MD_Right; } } // LevelGenerator.Raise_Event(LevelGenerator.LevelEvent.LE_Check_Collision); }
public Character(int x, int y) : base(ObjectType.OT_Mario) { FireBalls = new List <FireBall>(); for (int i = 0; i < 2; i++) { FireBalls.Add(new FireBall(0, 0)); } for (int i = 0; i < 2; i++) { AddObject(FireBalls[i]); } Type = MarioType.MT_Small; SetMarioProperties(); this.x = x * 16; this.y = LevelGenerator.LevelHeight - 16 * y - height; Visible = true; UpPressed = false; Blinking = false; BlinkingShow = true; NumberOfCollectedCoins = 0; Moving = true; Jumping = false; Direction = MarioDir.MD_Right; EnterPressed = true; State = MarioJumpState.J_None; MoveState = MarioMoveState.J_Right; TimerGenerator.AddTimerEventHandler(TimerType.TT_100, OnAnimate); TimerGenerator.AddTimerEventHandler(TimerType.TT_50, OnJumpTick); TimerGenerator.AddTimerEventHandler(TimerType.TT_50, OnMoveTick); TimerGenerator.AddTimerEventHandler(TimerType.TT_50, OnCheckCollisions); }
public void StopMove() { if (MoveState != MarioMoveState.J_Stopping) { switch (MoveState) { case MarioMoveState.J_Left: Direction = MarioDir.MD_Left; break; case MarioMoveState.J_Right: Direction = MarioDir.MD_Right; break; } MoveState = MarioMoveState.J_Stopping; //bug walls if (!UpPressed) { XCount = 5; XAdd = 0; } } }
public void StopMove() { if (MoveState != MarioMoveState.J_Stopping) { switch (MoveState) { case MarioMoveState.J_Left: Direction = MarioDir.MD_Left; break; case MarioMoveState.J_Right: Direction = MarioDir.MD_Right; break; } MoveState = MarioMoveState.J_Stopping; //bug walls if (!ControlPressed) { XCount = 5; XAdd = 0; } } }
public void SetX(int x) { if (x > 0) Direction = MarioDir.MD_Right; else Direction = MarioDir.MD_Left; this.x += x; SetDirections(); Moving = true; //LevelGenerator.Raise_Event(LevelGenerator.LevelEvent.LE_Check_Collision); }
public void MarioMove(MarioMoveState s) { MoveState = s; if (Direction != MarioDir.MD_Left) if (s == MarioMoveState.J_Left) Direction = MarioDir.MD_Left; if (Direction != MarioDir.MD_Right) if (s == MarioMoveState.J_Right) Direction = MarioDir.MD_Right; // LevelGenerator.Raise_Event(LevelGenerator.LevelEvent.LE_Check_Collision); }