private void Init(IAvatarPowerState state, IAvatarVerticalState action, IAvatarHorizontalState orientation) { TextureType = typeof(Avatar); CollisionBox.ColorType = typeof(Avatar); PowerState = state; VerticalState = action; HorizontalState = orientation; Sprite = new AvatarSprite(this); }
public void Execute() { IAvatarPowerState oldPower = receiver.Level.Avatar.PowerState; receiver.LoadGameLevel(warp.Level); if (warp.X != null && warp.Y != null) { receiver.Level.Avatar.Position = new Vector2((float)warp.X * 16, (float)warp.Y * 16); receiver.Level.CheckpointPosition = new Vector2((float)warp.X * 16, (float)warp.Y * 16); } receiver.Level.Avatar.PowerState = oldPower; }
public Avatar(TileMap level, Vector2 initPos, IAvatarPowerState state, IAvatarVerticalState action, IAvatarHorizontalState orientation) : base(level, initPos) { Init(state, action, orientation); }