public void Update(GameTime gameTime, KeyboardState keyState, KeyboardState prevState) { HandleInputs(gameTime, keyState, prevState); CollisionManager.CheckBoxerAgainstRockets(this); switch (mState) { case State.Idle: break; case State.Jabbing: CollisionManager.CheckJabAgainstBadGuys(this); if (mSpriteJabbing.DidLoop) { mCurrentSprite = mSpriteIdle; mState = State.Idle; } break; case State.DuckAndCovering: if (mSpriteDuckAndCover.DidLoop) { mCurrentSprite = mSpriteIdle; mState = State.Idle; } break; } mCurrentSprite.Update(gameTime); }
private void DuckAndCover() { if (mCurrentSprite != mSpriteDuckAndCover) { mState = State.DuckAndCovering; mSpriteDuckAndCover.DidLoop = false; mCurrentSprite = mSpriteDuckAndCover; } }
private void Jab() { if (mCurrentSprite != mSpriteJabbing) { mState = State.Jabbing; mSpriteJabbing.DidLoop = false; mCurrentSprite = mSpriteJabbing; } }
public Meteor(Texture2D idleTexture, Texture2D deathTexture, Vector2 position, Vector2 velocity) { mSpriteIdle = new SheetedSprite(idleTexture, 1, 100); mSpriteDying = new SheetedSprite(deathTexture, 1, 100); mCurrentSprite = mSpriteIdle; mVelocity = velocity; Position = position; mState = State.Idle; bIsMarkedForDeletion = false; }
public Rocket(Texture2D idleTexture, Texture2D deathTexture, Vector2 position, Vector2 velocity) { mSpriteIdle = new SheetedSprite(idleTexture, 3, 100); mSpriteDying = new SheetedSprite(deathTexture, 3, 100); mCurrentSprite = mSpriteIdle; mVelocity = velocity; Position = position; mState = State.Idle; bIsMarkedForDeletion = false; }
public Boxer(ResourcePool resourcePool) { mSpriteIdle = new SheetedSprite(resourcePool.BoxerIdle, 4, 100); mSpriteJabbing = new SheetedSprite(resourcePool.BoxerJabbing, 4, 100); mSpriteDuckAndCover = new SheetedSprite(resourcePool.BoxerDuckAndCover, 4, 100); mCurrentSprite = mSpriteIdle; Position = new Vector2(40, 0); mState = State.Idle; mMoveVector = Vector2.Zero; bCanJump = true; iLastHeightOfTerrain = 999; mLastPosition = new Vector2(); }
public void Die() { if (mState == State.Dying) { return; } mState = State.Dying; mCurrentSprite = mSpriteDying; // Randomize how they fly off the screen Random rand = new Random(); int xVal = rand.Next(-500, 500); int yVal = rand.Next(-500, 0); mDirection = new Vector2(xVal, yVal); }
public void Die() { if (mState == State.Dying) return; mState = State.Dying; mCurrentSprite = mSpriteDying; // Randomize how they fly off the screen Random rand = new Random(); int xVal = rand.Next(-500, 500); int yVal = rand.Next(-500, 0); mDirection = new Vector2(xVal, yVal); }