public PatrolState(StateManager.StateManager state, Enemy enemy, Max max) { this.enemy = enemy; this.state = state; this.max = max; atitude = auxAtitude = Atitude.patrol; }
public Level3State(StateManager.StateManager state, InputHandler inputHandler) { this.state = state; actors = new List <Actor.Actor>(); openGate = false; this.inputHandler = inputHandler; }
public Max(Texture2D texture, ContentManager content, InputHandler inputHandler) : base(texture) { position = new Vector2(370, 570); idle = Max.IdleState.up; source = new Rectangle(0, 164, 66, 82); state = new StateManager.StateManager(content, inputHandler); state.setPrimaryState(new WalkingState(state, this)); }
public Enemy(Texture2D texture, Vector2 position, ContentManager content, InputHandler inputHandler, Max max) : base(texture) { this.position = position; nextMove = position; nextMoveX = nextMoveY = 0; rg = new Random(); alive = true; setActorState(); setSource(); state = new StateManager.StateManager(content, inputHandler); state.setPrimaryState(new PatrolState(state, this, max)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); mouseState = Mouse.GetState(); keyboardState = Keyboard.GetState(); inputHandler = new InputHandler(mouseState, keyboardState); stateManager = new StateManager.StateManager(Content, inputHandler); stateManager.setPrimaryState(new MainMenuState(stateManager)); levelManager = new LevelManager(); stateManager.setLevelManager(levelManager); // TODO: use this.Content to load your game content here }
public WalkingState(StateManager.StateManager state, Max max) { this.state = state; this.max = max; }
public KickState(StateManager.StateManager state, Max max) { this.state = state; this.max = max; }
public GrabState(Max max, StateManager.StateManager state) { this.max = max; this.state = state; }
public Collision(IList <RectangleObjects> rectangles, IList <Actor.Actor> actors, StateManager.StateManager state) { this.actors = actors; this.rectangles = rectangles; this.state = state; }
public Pursue(IList <Actor.Actor> actors, StateManager.StateManager state) { this.actors = actors; rg = new Random(); }