public SCastleComplete(Game1 game, SInLevel state) { SoundPanel.PlaySong(Sound.castleComplete, false); this.counter = 0; this.Game = game; this.state = state; Game.state = this; }
public StarPlayer(IPlayer player) : base(player) { this.player = player; this.starFrame = 0; this.decoratedPlayer.CollisionHandler = new InvinciblePlayerCollisionHandler(this.decoratedPlayer); this.timer = 0; SoundPanel.PlaySong(HUD.TIME < HotDAMN.TIME_UNTIL_HURRY_UP ? Sound.hurrystarmanTheme : Sound.starmanTheme); }
public SGameOver(Game1 game) { Game = game; Game.state = this; HUD.TIME = 0; this.counter = 0; HUD.LIVES[HUD.currentPlayer] = HotDAMN.INITIAL_LIVES_COUNT; HUD.worldNum[HUD.currentPlayer] = 1; HUD.levelNum[HUD.currentPlayer] = 1; SoundPanel.PlaySong(Sound.gameover1Theme, false); controllers = new List <IController>(); controllers.Add(new KeyboardCommands(Game)); }
public SDeadMario(IPlayer player, bool showMario = true) { this.showMario = showMario; this.Player = player; this.counter = 0; Player.Sprite = new MarioAnimation(HUD.currentPlayer == 0 ? Textures.mario0 : Textures.luigi0, Textures.smallDead); Player.Hitbox.Clear(); SetHitbox(); Player.Velocity = Vector2.Zero; Player.Acceleration = Vector2.Zero; SoundPanel.PlaySong(Sound.deadTheme, false); HUD.LIVES[HUD.currentPlayer]--; HUD.MARIO_STATE[HUD.currentPlayer] = null; HUD.firstLevelEntrance[HUD.currentPlayer] = false; HUD.nextPlayer++; }
public void Update() { counter++; state.Update(); if (counter == HotDAMN.TICKS_UNTIL_LEVEL_COMPELTE_FANFARE) { SoundPanel.PlaySong(Sound.levelcompleteTheme, false); } if (counter >= HotDAMN.TICKS_UNTIL_LEVEL_TIMER_TALLIES && HUD.TIME > 0) { HUD.TIME--; HUD.SCORE[HUD.currentPlayer] += 50; SoundPanel.PlaySoundEffect(Sound.scoreEffect); } if (HUD.TIME == 0) { HUD.TIME = -1; counter = 1000000; } if (HUD.TIME == -1 && (fireworks > 0 && counter % 35 == 0)) { HUD.level.AddParticle(new Fireworks(fireworkPos[fireworkCounter])); fireworkCounter++; fireworks--; } if (counter >= 1000000 + (fireworks + 2) * HotDAMN.TICKS_UNTIL_NEXT_FIREWORK) { if (HUD.level.player.AutoMove != null) { HUD.level.player.AutoMove.IsActive = false; } HUD.MARIO_STATE[HUD.currentPlayer] = (IPlayerState)state.Level.player.State; HUD.firstLevelEntrance[HUD.currentPlayer] = true; HUD.midpointHit[HUD.currentPlayer] = false; HUD.NextLevel(); Game.state = new SLevelIntro(Game, HUD.worldNum[HUD.currentPlayer] + "-" + HUD.levelNum[HUD.currentPlayer]); } }
public void InitializeObjects() { Size = loader.Reset(); fireballCount = 0; this.songs = new List <Song>(); dynamics = new List <ITangible>(); statics = new List <ITangible>(); scenery = new List <IBackground>(); particles = new List <IParticle>(); collider = new Collider(this); camera = new Camera1(this, HotDAMN.CAMERA_OFFSET_X, HotDAMN.CAMERA_OFFSET_Y, HotDAMN.WINDOW_WIDTH, HotDAMN.WINDOW_HEIGHT); HUD.level = this; camXNow = camera.Viewport.Right / HotDAMN.GRID; camXThen = -HotDAMN.OFFSCREEN_LEVEL_LOAD_BLOCKS; loader.SetLevelSettings(this); HUD.SONG_INDEX = 0; SoundPanel.PlaySong(songs[HUD.SONG_INDEX]); }
public void Update() { loader.Update(this); if (game.state is SInLevel) { if (HUD.SONG_INDEX == 0 && HUD.TIME == HotDAMN.TIME_UNTIL_HURRY_UP) { HUD.SONG_INDEX++; SoundPanel.PlaySong(songs[HUD.SONG_INDEX], false); } else if (HUD.SONG_INDEX == 1 && !SoundPanel.IsPlaying()) { HUD.SONG_INDEX++; SoundPanel.PlaySong(songs[HUD.SONG_INDEX]); } else if (!SoundPanel.IsPlaying() && HUD.TIME > 0) { SoundPanel.PlaySong(songs[HUD.SONG_INDEX]); } } foreach (IBackground s in this.scenery) { s.Update(); } for (int i = 0; i < particles.Count; i++) { particles[i].Update(); if (!particles[i].IsActive) { particles.RemoveAt(i); i--; } } for (int count = 0; count < dynamics.Count; count++) { if (dynamics[count] is IPlayer) { ((IPlayer)dynamics[count]).Decorator.Update(); } else { if (camera.IsInView(dynamics[count]) || !(dynamics[count] is IEnemy)) { dynamics[count].Update(); } } } for (int count = 0; count < statics.Count; count++) { if (statics[count] is IPlayer) { ((IPlayer)statics[count]).Decorator.Update(); } else { statics[count].Update(); } } if (player.Position.X > midpoint * 16) { HUD.midpointHit[HUD.currentPlayer] = true; } if (!player.IsActive) { ResetLevel(); } camera.Update(); collider.Update(); player.IsRunning = false; }