Esempio n. 1
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        public PlayerChar()
            : base()
        {
            actionSM           = new MarioActionStateMachine(this);
            powerSM            = new MarioPowerUpStateMachine(this);
            CurrentActionState = actionSM.Idle;

            CurrentPowerState = powerSM.Standard;
            HUD.PointTracker.Subscribe(this);
            StarTimer = 0;
        }
 public MarioSuperState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.SUPER;
 }
 public MarioStandardState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.NORMAL;
 }
 protected AbstractPowerUpState(MarioPowerUpStateMachine sm, PlayerChar player)
 {
     StateMachine = sm;
     PlayerChar   = player;
 }
 public MarioFireState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.FIRE;
 }
 public InvulnerableState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.STARMINI;
 }
 public MarioMiniStarState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.STARMINI;
 }
Esempio n. 8
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 public MarioDeadState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.DEAD;
 }
Esempio n. 9
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 public MarioBigStarState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player)
 {
     TypeEnum = MarioTypes.STARBIG;
 }