public Bonus(Vector2 position, Char bonusCode) : base() { Size = new Vector2(2, 2); Position = position; this.bonusCode = bonusCode; switch (bonusCode) { case 'A': interMediateState = BonusState.FiveHundredPoints; break; case 'B': interMediateState = BonusState.Freeze; break; case 'C': interMediateState = BonusState.ExtraLife; break; case 'D': interMediateState = BonusState.Barrier; break; case 'E': interMediateState = BonusState.KillAllInScreen; break; } }
public Bonus(ContentManager content, SpriteBatch spriteBatch, Vector2 deviceScreenSize, ScreenPad screenPad, Vector2 position, Char bonusCode) : base(content, spriteBatch, deviceScreenSize, screenPad) { Size = new Vector2(2, 2); Position = position; this.bonusCode = bonusCode; switch (bonusCode) { case 'A': interMediateState = BonusState.FiveHundredPoints; break; case 'B': interMediateState = BonusState.Freeze; break; case 'C': interMediateState = BonusState.ExtraLife; break; case 'D': interMediateState = BonusState.Barrier; break; case 'E': interMediateState = BonusState.KillAllInScreen; break; } }
// Use this for initialization void Start() { flappyState = FlappyState.NORMAL; origin = transform.position; previousPos = transform.position; bonusState = BonusState.NONE; }
public void Hit(BaseBullet bullet) { var temp = bullet.Damage; bullet.Damage -= this.Lives; this.lives -= temp; if (this.lives <= 0) { state = interMediateState; NewMessenger.Default.Send(new BonusStateChangedMessage { Bonus = this }); } }