//public GraphicsSet(State.EntityState state){ // this.state = state; //} public virtual void addGraphics(string state, string name, int frameWidth, int frameHeight){ if(state == null && this.south == null){ this.south = this.makeGameTexture(name, frameWidth, frameHeight); return; } switch (state.ToUpper()) { case "NORTH": north = this.makeGameTexture(name, frameWidth, frameHeight); break; case "NORTHEAST": north_east = this.makeGameTexture(name, frameWidth, frameHeight); break; case "EAST": east = this.makeGameTexture(name, frameWidth, frameHeight); break; case "SOUTH": south = this.makeGameTexture(name, frameWidth, frameHeight); break; case "SOUTHEAST": south_east = this.makeGameTexture(name, frameWidth, frameHeight); break; case "SOUTHWEST": south_west = this.makeGameTexture(name, frameWidth, frameHeight); break; case "WEST": west = this.makeGameTexture(name, frameWidth, frameHeight); break; case "NORTHWEST": north_west = this.makeGameTexture(name, frameWidth, frameHeight); break; default: return; } }
public WorldEntity(string name, bool passable, GameTexture texture){ this.name = name; this.passable = passable; this.texture = texture; }