コード例 #1
0
 public EntityCollisionHandler(Level1 level)
 {
     handlers = new Dictionary <Type, ICollisionHandler>();
     handlers[typeof(PlayerContext)]    = new MarioCollisionHandler();
     handlers[typeof(BlockContext)]     = new BlockCollisionHandler();
     handlers[typeof(CoinSprite)]       = new ItemCollisionHandler();
     handlers[typeof(FireFlowerSprite)] = new ItemCollisionHandler();
     handlers[typeof(MushroomSprite)]   = new ItemCollisionHandler();
     handlers[typeof(StarmanSprite)]    = new ItemCollisionHandler();
     handlers[typeof(GreenKoopaSprite)] = new EnemyCollisionHandler();
     handlers[typeof(RedKoopaSprite)]   = new EnemyCollisionHandler();
     handlers[typeof(RedGoombaSprite)]  = new EnemyCollisionHandler();
     this.level = level;
 }
コード例 #2
0
ファイル: Game1.cs プロジェクト: alec-bell/MarioGame
        protected override void Update(GameTime gameTime)
        {
            level.Update(gameTime);
            CollisionDetector c = new CollisionDetector(((Level1)level).entities, (Level1)level);

            c.Update();



            ////Update enemy sprites
            //redGoombaSprite.Update(gameTime);
            //redKoopaSprite.Update(gameTime);
            //greenKoopaSprite.Update(gameTime);

            ////Update item sprites
            //blockCoinSprite.Update(gameTime);
            //staticCoinSprite.Update(gameTime);
            //fireFlowerSprite.Update(gameTime);
            //_1UpMushroomSprite.Update(gameTime);
            //superMushroomSprite.Update(gameTime);
            //starmanSprite.Update(gameTime);

            //Update states of controllers
            keyboardController.Update();
            foreach (GamepadController controller in controllerArray)
            {
                controller.Update();
            }

            //Temporary block command keys

            if (keyboardController.previousKeyboardState.IsKeyDown(Keys.X))
            {
                Levels.Level1 levelController = (Levels.Level1)level;

                levelController.TestMarioLocation();
            }

            //if (keyboardController.CurrentKeys.Contains(Keys.B))
            //{

            //    grid.Remove(player);
            //    grid.Add(player);
            //    for (int i = 0; i < bunchOBlocks.Length; i++)
            //    {
            //        if (bunchOBlocks[i].GetBlockType().Equals(BlockContext.Blocks.BRICK))
            //        {
            //            bunchOBlocks[i].HitFromBottom(playerController);
            //        }
            //    }
            //}

            //if (keyboardController.CurrentKeys.Contains(Keys.H))
            //{
            //    for (int i = 0; i < bunchOBlocks.Length; i++)
            //    {
            //        if (bunchOBlocks[i].GetBlockType().Equals(BlockContext.Blocks.HIDDEN))
            //        {
            //            bunchOBlocks[i].HitFromBottom(playerController);
            //        }
            //    }
            //}

            ////Update block states
            //for(int i = 0; i<bunchOBlocks.Length; i++)
            //{
            //    bunchOBlocks[i].Update(gameTime);
            //}

            ////Update player state
            //playerController.Update(gameTime);



            base.Update(gameTime);
        }