public ISprite build(Vector2 position, IEnemyState state) { ISprite sprite = null; if (state is DeadGoomba) { sprite = new SpriteStatic(_goombaFlatTex, true); } else if (state is WalkingGoomba) { sprite = new SpriteAnimated(_goombaWalkTex, 1, 2, 4, true); } else if (state is WalkingGreenKoopa) { sprite = new SpriteAnimated(_koopaGreenWalkLeft, 1, 2, 4, true); } else if (state is WalkingRedKoopa) { sprite = new SpriteAnimated(_koopaRedWalkLeft, 1, 2, 4, true); } else if (state is DeadGreenKoopa) { sprite = new SpriteStatic(_koopaGreenShell, true); } else if (state is DeadRedKoopa) { sprite = new SpriteStatic(_koopaRedShell, true); } else if (state is PirhanaPlant) { sprite = new SpriteAnimated(_pirhana, 1, 2, 3, true); } return(sprite); }
public ISprite build(string type) { ISprite sprite; switch (type) { case "pipe_head": sprite = new SpriteStatic(_pipeHeadTex, true); break; case "pipe_section": sprite = new SpriteStatic(_pipeSectionTex, true); break; case "flag": sprite = new SpriteStatic(_flagTex, true); break; case "castle": sprite = new SpriteStatic(_castleTex, true); break; case "brick_piece": sprite = new SpriteAnimated(_brickPieceTex, 1, 4, 8, true); break; default: sprite = null; break; } return(sprite); }
public PlatformObject(Vector2 startPos, Vector2 endPos, int updatesUntilExpire, ContentManager content) { IsMoving = true; _xRange = new float[] { startPos.X, endPos.X }; _yRange = new float[] { startPos.Y, endPos.Y }; foreach (float[] range in new float[][] { _xRange, _yRange }) { if (range[0] > range[1]) { float temp = range[1]; range[1] = range[0]; range[0] = temp; } } _content = content; isVisible = true; deleteThis = false; _sprite = new SpriteStatic(content.Load <Texture2D>("testPlatformSprite"), true); _position = startPos; _hitbox = new BoundingBox(new Vector3(_position.X, _position.Y, 0), new Vector3(_position.X + 192, _position.Y + 32, 0)); _updatesUntilExpire = updatesUntilExpire; _updatesStoodOn = 0; _opacity = 1.0f; _stoodOn = false; _velocity = Vector2.Zero; _acceleration = Vector2.Zero; _objectsToNotCollide = new List <AbsObject>(); _objectsToAdd = new List <AbsObject>(); hitbox_rep = content.Load <Texture2D>("hitbox_temp"); }
public TestObject(float xPos, float yPos, float xVel, float yVel, float xAccel, float yAccel, ContentManager content) { _sprite = new SpriteStatic(content.Load <Texture2D>("test"), true); _hitbox = new BoundingBox(new Vector3(xPos, yPos, 0), new Vector3(xPos + 16, yPos + 16, 0)); _position = new Vector2(xPos, yPos); _velocity = new Vector2(xVel, yVel); _acceleration = new Vector2(xAccel, yAccel); }
public ISprite build(Vector2 position, AbsPlatState state) { ISprite sprite; if (state is NonMovingPlatformState || state is null) { sprite = new SpriteStatic(_4Platform, true); } else { //some default behavior needed sprite = new SpriteStatic(_4Platform, true); } return(sprite); }
public ISprite build(string state) { ISprite sprite; switch (state) { case "flat": sprite = new SpriteStatic(_goombaFlatTex, true); break; default: sprite = new SpriteAnimated(_goombaWalkTex, 1, 2, 4, true); break; } return(sprite); }
public PlatformObject(Vector2 position, int updatesUntilExpire, ContentManager content) { IsMoving = false; _content = content; isVisible = true; deleteThis = false; _hitbox = new BoundingBox(new Vector3(position.X, position.Y, 0), new Vector3(position.X + 192, position.Y + 32, 0)); _updatesUntilExpire = updatesUntilExpire; _updatesStoodOn = 0; _opacity = 1.0f; _stoodOn = false; _position = position; _velocity = Vector2.Zero; _acceleration = Vector2.Zero; _objectsToNotCollide = new List <AbsObject>(); _objectsToAdd = new List <AbsObject>(); _sprite = new SpriteStatic(content.Load <Texture2D>("testPlatformSprite"), true); hitbox_rep = content.Load <Texture2D>("hitbox_temp"); }
public ISprite build(string state) { ISprite sprite; switch (state) { case "right": sprite = new SpriteAnimated(_koopaRedWalkRight, 1, 2, 4, true); break; case "shell": sprite = new SpriteStatic(_koopaRedShell, true); break; case "legs": sprite = new SpriteStatic(_koopaRedShellLegs, true); break; default: sprite = new SpriteAnimated(_koopaRedWalkLeft, 1, 2, 4, true); break; } return(sprite); }
public ISprite build(Vector2 position, IBlockState state) { // ended up added a new factory to make the objects. debating between trying to merge them together. The problem i could // see happening there would be the inability to change the sprite in the object when the state changes without making a whole // new object. ISprite sprite; if (state is BrickState || state is null) { sprite = new SpriteStatic(_brickBlockTex, true); } else if (state is BrickBumpedState) { sprite = new SpriteAnimated(_brickBlockBumpedTex, 1, 7, 7, true); } else if (state is BrickBrokenState) { sprite = new SpriteAnimated(_brickBlockBrokenTex, 1, 3, 4, true); } else if (state is StairState) { sprite = new SpriteStatic(_stairBlockTex, true); } else if (state is UsedState) { sprite = new SpriteStatic(_usedBlockTex, true); } else if (state is UsedBumpedState) { sprite = new SpriteAnimated(_usedBlockBumpedTex, 1, 7, 14, true); } else if (state is QuestionState) { sprite = new SpriteAnimated(_questionBlockTex, 1, 3, 4, true); } else if (state is HiddenState) { sprite = new SpriteStatic(_invisibleBlockTex, true); } else if (state is FloorState) { sprite = new SpriteStatic(_floorBlockTex, true); } else { sprite = new SpriteStatic(_brickBlockTex, true); } //ISprite sprite; //Console.WriteLine(state); //char[] separators = new char[] { '.' }; //string test = state.Split(separators, StringSplitOptions.RemoveEmptyEntries)[1]; //Console.WriteLine(test); //switch (test) //{ // case "BrickState": // sprite = new SpriteStatic(_brickBlockTex, true); // break; // case "BrickBumpedState": // sprite = new SpriteStatic(_brickBlockTex, true); // break; // case "BrickBrokenState": // sprite = new SpriteAnimated(_brickBlockBrokenTex, 1, 3, 4, true); // break; // case "StairState": // sprite = new SpriteStatic(_stairBlockTex, true); // break; // case "UsedState": // sprite = new SpriteStatic(_usedBlockTex, true); // break; // case "UsedBumpedState": // sprite = new SpriteAnimated(_usedBlockBumpedTex, 1, 7, 14, true); // break; // case "QuestionState": // sprite = new SpriteAnimated(_questionBlockTex, 1, 3, 4, true); // break; // case "HiddenState": // sprite = new SpriteStatic(_invisibleBlockTex, true); // break; // case "FloorState": // sprite = new SpriteStatic(_floorBlockTex, true); // break; // default: // sprite = new SpriteStatic(_brickBlockTex, true); // break; //} return(sprite); }
public VertBGObject(ContentManager content) { _sprite = new SpriteStatic(content.Load <Texture2D>("bouncy_background_3500"), true); isVisible = true; _opacity = 1.0f; }
public ISprite build(string state) { ISprite sprite; switch (state) { case "super": sprite = new SpriteStatic(_mushroomSuperTex, true); break; case "1up": sprite = new SpriteStatic(_mushroom1UpTex, true); break; case "fire": sprite = new SpriteAnimated(_fireFlowerTex, 1, 4, 8, true); break; case "star": sprite = new SpriteAnimated(_starmanTex, 1, 4, 8, true); break; case "small_pipe": sprite = new SpriteStatic(_smallWarpPipe, true); break; case "medium_pipe": sprite = new SpriteStatic(_mediumWarpPipe, true); break; case "large_pipe": sprite = new SpriteStatic(_largeWarPipe, true); break; case "castle": sprite = new SpriteStatic(_castle, true); break; case "flag_pole": sprite = new SpriteStatic(_flagPole, true); break; case "flag": sprite = new SpriteStatic(_flag, true); break; case "brick_piece": sprite = new SpriteAnimated(_brickPieceTex, 1, 4, 8, true); break; case "speed": sprite = new SpriteStatic(_speedPotion, true); break; case "jump": sprite = new SpriteStatic(_doublePotion, true); break; case "propeller": sprite = new SpriteStatic(_propeller, true); break; default: sprite = new SpriteAnimated(_coinSpinningTex, 1, 4, 8, true); break; } return(sprite); }