public MountainSmall(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame, float depth) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.73f + depth); ID = MyID.MOUNTAIN_SMALL; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Building(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.76f); ID = MyID.BUILDING; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public WinPole(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.81f); ID = MyID.WINPOLE; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Fence(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame, int _CurFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.8f); ID = MyID.FENCE; CURRENTFRAME = _CurFrame; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Cloud(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame, float depth) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.75f + depth); ID = MyID.CLOUD; CURRENTFRAME = 0; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public BrickHard(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.9f); ID = MyID.BRICK_HARD; CURRENTFRAME = 0; STATUS = MyStatus.ACTIVE; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Base_RightOn(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.9f); ID = MyID.BASE; CURRENTFRAME = 2; STATUS = MyStatus.ACTIVE; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public MushroomBig(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.9f); ID = MyID.MUSHROOM_BIG; STATUS = MyStatus.START; SPRITE = RSManager.Instance(_Game).SPRITE(ID); Y = _Y; }
public Flower(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.9f); ID = MyID.FLOWER; STATUS = MyStatus.START; SPRITE = RSManager.Instance(_Game).SPRITE(ID); Y = _Y; }
public BulletBoss(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame, int _dri) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.9f); ID = MyID.BULLETBOSS; STATUS = MyStatus.START; dri = _dri; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Break(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.96f); ID = MyID.BREAK; CURRENTFRAME = 1; ACCEL = new Vector3(0, 0.004f, 0); STATUS = MyStatus.ACTIVE; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public MushroomToxic(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.92f); ID = MyID.MUSHROOM_TOXIC; ACCEL = new Vector3(0, 0.001f, 0); VELOC = new Vector3(-0.1f, 0, 0); STATUS = MyStatus.ACTIVE; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Question(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame, MyObject _Visible) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.92f); Visible = _Visible; ID = MyID.QUESTION_MARK; CURRENTFRAME = 1; STATUS = MyStatus.ACTIVE; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public BrickBreak(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { game = _Game; POSITION = new Vector3(POSITION.X, POSITION.Y, 0.9f); ID = MyID.BRICK_BREAK; STATUS = MyStatus.ACTIVE; SPRITE = RSManager.Instance(_Game).SPRITE(ID); ListBreak = new List <MyObject>(); Y = _Y; }
public Title(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame, int _DirVeloc) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.94f); ACCEL = new Vector3(0, 0.001f, 0); VELOC = (_DirVeloc > 0) ? new Vector3(0.1f, 0.0f, 0.0f) : new Vector3(-0.1f, 0.0f, 0.0f); ID = MyID.TITLE; CURRENTFRAME = 1; STATUS = MyStatus.ACTIVE; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Mario(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame, MyObject _visible) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { Game = _Game; POSITION = new Vector3(POSITION.X, POSITION.Y, 1); ID = MyID.MARIO_SUPER; STATUS = MyStatus.ACTIVE; dri = 1; Visible = _visible; bullets = 20; scale = new Vector2(1.0f, 1.0f); ACCEL = new Vector3(0, 0.004f, 0); SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Coin(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame, int _Status) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { POSITION = new Vector3(POSITION.X, POSITION.Y, 0.9f); ID = MyID.COIN; if (_Status == 1) { STATUS = MyStatus.ACTIVE; } else { STATUS = MyStatus.START; } SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public Boss(Game _Game, int _X, int _Y, int _SX, int _SY, int _TotalFrame) : base(_Game, _X, _Y, _SX, _SY, _TotalFrame) { game = _Game; POSITION = new Vector3(POSITION.X, POSITION.Y, 1); ID = MyID.BOSS; STATUS = MyStatus.ACTIVE; ACCEL = new Vector3(0, 0.001f, 0); VELOC = new Vector3(-0.15f, 0, 0); Direct = -1; scale = new Vector2(1.0f, 1.0f); Rdn = new Random(); ListBreak = new List <MyObject>(); Blood = 240; SPRITE = RSManager.Instance(_Game).SPRITE(ID); }
public override void Update(GameTime mGameTime) { UpdateAnimate(mGameTime); UpdateMove(mGameTime); switch (STATUS) { case MyStatus.SHOT: TimeUpdate += mGameTime.ElapsedGameTime.Milliseconds; if (TimeUpdate > 100) { TimeUpdate -= 100; STATUS = MyStatus.ACTIVE; } break; case MyStatus.BEFORE_DEATH1: TimeUpdate += mGameTime.ElapsedGameTime.Milliseconds; if (TimeUpdate > 4000) { TimeUpdate -= 4000; STATUS = MyStatus.DEATH; } break; case MyStatus.UP: TimeUpdate += mGameTime.ElapsedGameTime.Milliseconds; if (TimeUpdate > 500) { TimeUpdate -= 500; ID = MyID.MARIO_BIG; SPRITE = RSManager.Instance(Game).SPRITE(ID); SIZE = new Vector3(SIZE.X, 100, 0); POSITION = new Vector3(POSITION.X, POSITION.Y - 50, POSITION.Z); STATUS = MyStatus.ACTIVE; } break; case MyStatus.DOWN: TimeUpdate += mGameTime.ElapsedGameTime.Milliseconds; if (TimeUpdate > 500) { TimeUpdate -= 500; STATUS = MyStatus.INVI; } break; case MyStatus.INVI: TimeUpdate += mGameTime.ElapsedGameTime.Milliseconds; if (TimeUpdate > 2000) { TimeUpdate -= 2000; STATUS = MyStatus.ACTIVE; } break; case MyStatus.CHANGE: TimeUpdate += mGameTime.ElapsedGameTime.Milliseconds; if (TimeUpdate > 500) { TimeUpdate -= 500; STATUS = MyStatus.ACTIVE; } break; } }
public override void ActionCollision(MyObject Obj) { DIR Dir = DirectionCollision(Obj); switch (Obj.ID) { case MyID.PIPE: case MyID.BASE: case MyID.BRICK_BREAK: case MyID.BRICK_HARD: case MyID.QUESTION_MARK: if (STATUS == MyStatus.ACTIVE || STATUS == MyStatus.DOWN || STATUS == MyStatus.UP || STATUS == MyStatus.INVI || STATUS == MyStatus.CHANGE || STATUS == MyStatus.SHOT || STATUS == MyStatus.WIN) { if (Obj.STATUS == MyStatus.ACTIVE || Obj.STATUS == MyStatus.STATIC || Obj.STATUS == MyStatus.RUN || Obj.STATUS == MyStatus.BEFORE_DEATH3) { switch (Dir) { case DIR.BOTTOM: VELOC = new Vector3(VELOC.X, 0, 0); POSITION = new Vector3(POSITION.X, Obj.POSITION.Y - SIZE.Y + 1, POSITION.Z); break; case DIR.TOP: VELOC = new Vector3(VELOC.X, -1 * VELOC.Y, 0); POSITION = new Vector3(POSITION.X, Obj.POSITION.Y + Obj.SIZE.Y, POSITION.Z); break; case DIR.LEFT: if (VELOC.X < 0) { VELOC = new Vector3(0, VELOC.Y, 0); } POSITION = new Vector3(Obj.POSITION.X + Obj.SIZE.X, POSITION.Y, POSITION.Z); break; case DIR.RIGHT: if (VELOC.X > 0) { VELOC = new Vector3(0, VELOC.Y, 0); } POSITION = new Vector3(Obj.POSITION.X - SIZE.X, POSITION.Y, POSITION.Z); break; } } } break; case MyID.MUSHROOM_BIG: if (STATUS == MyStatus.ACTIVE || STATUS == MyStatus.INVI) { switch (ID) { case MyID.MARIO_SMALL: if (Obj.STATUS == MyStatus.ACTIVE || Obj.STATUS == MyStatus.RUN) { STATUS = MyStatus.UP; } break; } } break; case MyID.FLOWER: if (STATUS == MyStatus.ACTIVE || STATUS == MyStatus.INVI) { switch (ID) { case MyID.MARIO_SMALL: if (Obj.STATUS == MyStatus.ACTIVE || Obj.STATUS == MyStatus.RUN) { STATUS = MyStatus.UP; } break; case MyID.MARIO_BIG: if (Obj.STATUS == MyStatus.ACTIVE || Obj.STATUS == MyStatus.RUN) { STATUS = MyStatus.CHANGE; ID = MyID.MARIO_SUPER; SPRITE = RSManager.Instance(Game).SPRITE(ID); } break; } } break; case MyID.MUSHROOM_1UP: break; case MyID.MUSHROOM_TOXIC: if (STATUS == MyStatus.ACTIVE || STATUS == MyStatus.SHOT || STATUS == MyStatus.INVI) { if (Obj.STATUS == MyStatus.ACTIVE) { switch (Dir) { case DIR.BOTTOM: VELOC = new Vector3(VELOC.X, -1 * VELOC.Y * 0.8f, 0); POSITION = new Vector3(POSITION.X, Obj.POSITION.Y - SIZE.Y + 1, POSITION.Z); break; case DIR.RIGHT: case DIR.LEFT: if (STATUS != MyStatus.INVI) { if (ID == MyID.MARIO_SMALL) { VELOC = new Vector3(0, -0.9f, 0); STATUS = MyStatus.BEFORE_DEATH1; } if (ID == MyID.MARIO_BIG) { STATUS = MyStatus.DOWN; ID = MyID.MARIO_SMALL; SPRITE = RSManager.Instance(Game).SPRITE(ID); SIZE = new Vector3(SIZE.X, 50, 0); POSITION = new Vector3(POSITION.X, POSITION.Y + 50, POSITION.Z); } if (ID == MyID.MARIO_SUPER) { STATUS = MyStatus.CHANGE; ID = MyID.MARIO_BIG; SPRITE = RSManager.Instance(Game).SPRITE(ID); } } break; } } } break; case MyID.TITLE: if (Dir == DIR.BOTTOM) { if (STATUS == MyStatus.ACTIVE || STATUS == MyStatus.SHOT || STATUS == MyStatus.INVI) { if (Obj.STATUS == MyStatus.STATIC || Obj.STATUS == MyStatus.ACTIVE || Obj.STATUS == MyStatus.RUN) { POSITION = new Vector3(POSITION.X, Obj.POSITION.Y - SIZE.Y - 5, POSITION.Z); VELOC = new Vector3(VELOC.X, -1.0f, 0); } } } else { if (STATUS == MyStatus.ACTIVE || STATUS == MyStatus.SHOT) { if (Obj.STATUS == MyStatus.ACTIVE || Obj.STATUS == MyStatus.RUN) { if (ID == MyID.MARIO_SMALL) { VELOC = new Vector3(0, -0.9f, 0); STATUS = MyStatus.BEFORE_DEATH1; } if (ID == MyID.MARIO_BIG) { STATUS = MyStatus.DOWN; ID = MyID.MARIO_SMALL; SPRITE = RSManager.Instance(Game).SPRITE(ID); SIZE = new Vector3(SIZE.X, 50, 0); POSITION = new Vector3(POSITION.X, POSITION.Y + 50, POSITION.Z); } if (ID == MyID.MARIO_SUPER) { STATUS = MyStatus.CHANGE; ID = MyID.MARIO_BIG; SPRITE = RSManager.Instance(Game).SPRITE(ID); } } } } break; case MyID.BOSS: if (STATUS == MyStatus.ACTIVE || STATUS == MyStatus.SHOT || STATUS == MyStatus.INVI) { if (Obj.STATUS == MyStatus.ACTIVE || Obj.STATUS == MyStatus.SHOT || Obj.STATUS == MyStatus.HURT) { switch (Dir) { case DIR.BOTTOM: VELOC = new Vector3(VELOC.X, -1 * VELOC.Y * 0.9f, 0); POSITION = new Vector3(POSITION.X, Obj.POSITION.Y - SIZE.Y + 1, POSITION.Z); break; case DIR.RIGHT: case DIR.LEFT: if (STATUS != MyStatus.INVI) { if (ID == MyID.MARIO_SMALL) { VELOC = new Vector3(0, -0.9f, 0); STATUS = MyStatus.BEFORE_DEATH1; } if (ID == MyID.MARIO_BIG) { STATUS = MyStatus.DOWN; ID = MyID.MARIO_SMALL; SPRITE = RSManager.Instance(Game).SPRITE(ID); SIZE = new Vector3(SIZE.X, 50, 0); POSITION = new Vector3(POSITION.X, POSITION.Y + 50, POSITION.Z); } if (ID == MyID.MARIO_SUPER) { STATUS = MyStatus.CHANGE; ID = MyID.MARIO_BIG; SPRITE = RSManager.Instance(Game).SPRITE(ID); } } break; } } } break; case MyID.BULLETBOSS: if (STATUS == MyStatus.ACTIVE || STATUS == MyStatus.SHOT) { if (Obj.STATUS == MyStatus.ACTIVE) { if (ID == MyID.MARIO_SMALL) { VELOC = new Vector3(0, -0.9f, 0); STATUS = MyStatus.BEFORE_DEATH1; } if (ID == MyID.MARIO_BIG) { STATUS = MyStatus.DOWN; ID = MyID.MARIO_SMALL; SPRITE = RSManager.Instance(Game).SPRITE(ID); SIZE = new Vector3(SIZE.X, 50, 0); POSITION = new Vector3(POSITION.X, POSITION.Y + 50, POSITION.Z); } if (ID == MyID.MARIO_SUPER) { STATUS = MyStatus.CHANGE; ID = MyID.MARIO_BIG; SPRITE = RSManager.Instance(Game).SPRITE(ID); } } } break; } }
public override void UpdateMove(GameTime mGameTime) { switch (STATUS) { case MyStatus.WIN: VELOC = new Vector3(0.2f, 0, 0); base.UpdateMove(mGameTime); break; case MyStatus.SHOT: case MyStatus.CHANGE: case MyStatus.INVI: case MyStatus.UP: case MyStatus.DOWN: case MyStatus.BEFORE_DEATH1: case MyStatus.ACTIVE: if (ACCEL.X == 0) { if (VELOC.X != 0) { if (VELOC.X > 0) { VELOC = new Vector3(VELOC.X - 0.008f, VELOC.Y, 0); if (VELOC.X < 0) { VELOC = new Vector3(0, VELOC.Y, 0); } } else { VELOC = new Vector3(VELOC.X + 0.008f, VELOC.Y, 0); if (VELOC.X > 0) { VELOC = new Vector3(0, VELOC.Y, 0); } } } } if (VELOC.X < -0.50f) { VELOC = new Vector3(-0.50f, VELOC.Y, 0); } if (VELOC.X > 0.50f) { VELOC = new Vector3(0.50f, VELOC.Y, 0); } if (POSITION.X < 0) { POSITION = new Vector3(0, POSITION.Y, POSITION.Z); VELOC = new Vector3(0, VELOC.Y, 0); } /* * neu' roi xuong vuc */ if (STATUS != MyStatus.BEFORE_DEATH1) { if (POSITION.Y > Game.GraphicsDevice.Viewport.Height) { ID = MyID.MARIO_SMALL; SPRITE = RSManager.Instance(Game).SPRITE(ID); SIZE = new Vector3(SIZE.X, 50, 0); VELOC = new Vector3(0, -1.8f, 0); STATUS = MyStatus.BEFORE_DEATH1; } } base.UpdateMove(mGameTime); ACCEL = new Vector3(0, ACCEL.Y, 0); break; } }