//CollisionGrid CollisionGrid; public QuestionBlockModel(BlockSpriteFactory blockSpriteFactory, Vector2 coordinates, Vector2 velocity, ItemModelFactory itemModelFactory, string itemType, int numOfItems) : base(blockSpriteFactory) { //Initialize state first CurrentState = new QuestionBlockStandardState(this); CurrentState.Enter(null); //Define the characteristics of a brick block here Position = coordinates; CurrentFrame = 0; //If additional frames of QuestionBlocks are added, update Columns Columns = 3; Rows = 1; LayerDepth = 1; Scale = new Vector2(10, 10); Width = Texture.Width / Columns; Height = Texture.Height / Rows; TotalFrames = 3; Velocity = velocity; //Items ItemModelFactory = itemModelFactory; NumOfItems = numOfItems; ItemType = itemType; ItemModel = itemModelFactory.GetItemModel(ItemType, coordinates, velocity); //CollisionGrid = collisionGrid; ItemModel.IsVisible = false; }
//CollisionGrid CollisionGrid; public HiddenBlockModel(BlockSpriteFactory blockSpriteFactory, Vector2 coordinates, Vector2 velocity, ItemModelFactory itemModelFactory, string itemType, int numOfItems) : base(blockSpriteFactory) { //Initialize state first CurrentState = new HiddenBlockStandardState(this); CurrentState.Enter(null); //Define the characteristics of a brick block here Position = coordinates; CurrentFrame = 0; //If additional frames of QuestionBlocks are added, update Columns Columns = 1; Rows = 1; LayerDepth = 1; Scale = new Vector2(10, 10); Width = Texture.Width / Columns; Height = Texture.Height / Rows; Velocity = velocity; //Particles Texture2D brickTexture = BlockSpriteFactory.GetBlockSprite("brick"); List <Texture2D> textures = new List <Texture2D>(); textures.Add(brickTexture); ParticleEngine = new ParticleEngine(textures, Position); //Items ItemModelFactory = itemModelFactory; NumOfItems = numOfItems; ItemType = itemType; //CollisionGrid = collisionGrid; }
public WarpPipeItemModel(BlockSpriteFactory blockSpriteFactory, Vector2 coordinates, Vector2 velocity, ItemModelFactory itemModelFactory, string itemType, int numOfItems, CollisionGrid collisionGrid) : base(blockSpriteFactory) { //Constructor for warppipe that hides items //Initialize Texture first Texture = BlockSpriteFactory.GetBlockSprite("pipetop"); CurrentState = new WarpPipeEntityStandardState(this); CurrentState.Enter(null); //Define the characteristics of a pipe block here Position = coordinates; CurrentFrame = 0; Columns = 1; Rows = 1; LayerDepth = 1; Scale = new Vector2(10, 10); Width = Texture.Width / Columns; Height = Texture.Height / Rows; Velocity = velocity; //Items ItemModelFactory = itemModelFactory; NumOfItems = numOfItems; ItemType = itemType; CollisionGrid = collisionGrid; ItemModel = itemModelFactory.GetItemModel(ItemType, coordinates, Velocity); ItemModel.IsVisible = false; }
//CollisionGrid CollisionGrid; public BrickBlockWithItemModel(BlockSpriteFactory blockSpriteFactory, Vector2 coordinates, Vector2 velocity, ItemModelFactory itemModelFactory, string itemType, int numOfItems) : base(blockSpriteFactory) { //If the Brick block has an Item //Initialize state first CurrentState = new BrickBlockWithItemStandardState(this); CurrentState.Enter(null); IBlockStates previousState = CurrentState; CurrentState = new BlockHasItemState(this); CurrentState.Enter(previousState); //Define the characteristics of a brick block here Position = coordinates; CurrentFrame = 0; Columns = 1; Rows = 1; LayerDepth = 1; Scale = new Vector2(10, 10); Width = Texture.Width / Columns; Height = Texture.Height / Rows; Velocity = velocity; //Particles Texture2D brickTexture = BlockSpriteFactory.GetBlockSprite("brick"); List <Texture2D> textures = new List <Texture2D>(); textures.Add(brickTexture); ParticleEngine = new ParticleEngine(textures, Position); //Items ItemModelFactory = itemModelFactory; NumOfItems = numOfItems; ItemType = itemType; //CollisionGrid = collisionGrid; ItemModel = itemModelFactory.GetItemModel(ItemType, coordinates, Velocity); ItemModel.IsVisible = false; }