public QuestionBlockEntity(ObstacleFactory factory, Vector2 position, Entity ItemEnt) : base(factory, ItemEnt) { Block = (AbstractObstacle)SpriteFactory.getSprite((int)obstacleTypes.QUESTIONBLOCK); Block.Position = position; BlockSM = new BlockStateMachine(this); CurrentBlockState = new QuestionBlockState(BlockSM, this); }
public PyramidEntity(ObstacleFactory factory, Vector2 position, Entity ItemEnt) : base(factory, ItemEnt) { Block = (AbstractObstacle)SpriteFactory.getSprite((int)obstacleTypes.PYRAMID); Block.Position = position; BlockSM = new BlockStateMachine(this); CurrentBlockState = new PyramidBlockState(BlockSM, this); }
public FloorBlockEntity(ObstacleFactory factory, Vector2 position, Entity ItemEnt, int floorType) : base(factory, ItemEnt) { Block = (AbstractObstacle)SpriteFactory.getFloor(floorType); Block.Position = position; BlockSM = new BlockStateMachine(this); CurrentBlockState = new FloorBlockState(BlockSM, this); }
public VMovingBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { VStart = block.Start; VFinish = block.Finish; VSpeed = block.Speed; block.Velocity = new Vector2(0f, VSpeed); block.Direction = Direction.RIGHT; // RIGHT = DOWN }
public HMovingBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { HStart = block.Start; HFinish = block.Finish; Speed = block.Speed; block.Velocity = new Vector2(Speed, 0f); block.Direction = Direction.RIGHT; }
public BrickEntity(ObstacleFactory factory, Vector2 position, Entity ItemEnt) : base(factory, ItemEnt) { Block = (AbstractObstacle)SpriteFactory.getSprite((int)obstacleTypes.BRICKBLOCK); Block.Position = position; Block.Position = Vector2.Clamp(this.Position, new Vector2(0f, Position.Y - 2f), new Vector2(1000000f, Position.Y)); B = new AbstractObstacle[4]; for (int i = 0; i < 4; i++) { B[i] = (AbstractObstacle)SpriteFactory.getSprite((int)obstacleTypes.BRICKSHARD); B[i].Position = Block.Position; B[i].Velocity = Vector2.Zero; } Sprite.Position = position; Block.Velocity = Vector2.Zero; float originalPos = Block.Position.Y; BlockSM = new BlockStateMachine(this); CurrentBlockState = new BrickBlockState(BlockSM, this); }
public MovingBlockEntity(ObstacleFactory factory, Vector2 position, Entity ItemEnt, float speed, bool hMovement, float start, float finish) : base(factory, ItemEnt) { Start = start; Finish = finish; Speed = speed; isHMovement = hMovement; Block = (AbstractObstacle)SpriteFactory.getSprite((int)obstacleTypes.USEDBLOCK); Block.Position = position; Sprite.Position = position; Block.Velocity = Vector2.Zero; BlockSM = new BlockStateMachine(this); if (hMovement) { CurrentBlockState = new HMovingBlockState(BlockSM, this); } else { CurrentBlockState = new VMovingBlockState(BlockSM, this); } }
public PyramidBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
protected AbstractBlockState(BlockStateMachine sm, BlockForm blockForm) { stateMachine = sm; block = blockForm; }
public BrickBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
public UsedBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
public QuestionBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
public HiddenBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
public FloorBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }