public override void Update(float elapsed) { Velocity += Acceleration * elapsed; timer += elapsed; if (timer > Constants.MARIO_DEAD_TIME) { PlayerChar.OnLifeEvent(new DecEvent()); } }
public static List <IController> LoadLevelControllers1P(PlayerChar mario, Scene scene) { List <IController> controllers = new List <IController>(); // Add keyboard to list controllers.Add(SetupLevelKeyboard1P(mario, scene)); controllers.Add(SetupLevelGamepad(PlayerIndex.One, mario, scene)); return(controllers); }
public static GamePadController SetupLevelGamepad(PlayerIndex player, PlayerChar playerChar, Scene scene) { GamePadController gamepad = new GamePadController(player); // Add commands here gamepad.AddPlayerCommand((int)Buttons.DPadUp, new UpCommand(playerChar)); gamepad.AddPlayerCommand((int)Buttons.DPadDown, new DownCommand(playerChar)); gamepad.AddPlayerCommand((int)Buttons.DPadLeft, new LeftCommand(playerChar)); gamepad.AddPlayerCommand((int)Buttons.DPadRight, new RightCommand(playerChar)); return(gamepad); }
public static KeyboardController SetupLevelKeyboard1P(PlayerChar mario, Scene scene) { KeyboardController keyboard = new KeyboardController(); // Add system commands here keyboard.AddSystemCommand((int)Keys.Q, new QuitCommand(scene)); keyboard.AddSystemCommand((int)Keys.Space, new ResetCommand(scene)); keyboard.AddSystemCommand((int)Keys.P, new PauseCommand(scene)); keyboard.AddPlayerCommand((int)Keys.W, new UpCommand(mario)); keyboard.AddPlayerCommand((int)Keys.S, new DownCommand(mario)); keyboard.AddPlayerCommand((int)Keys.A, new LeftCommand(mario)); keyboard.AddPlayerCommand((int)Keys.D, new RightCommand(mario)); keyboard.AddPlayerCommand((int)Keys.U, new MarioSuperCommand(mario)); keyboard.AddPlayerCommand((int)Keys.I, new MarioFireCommand(mario)); keyboard.AddPlayerCommand((int)Keys.O, new MarioDamageCommand(mario)); keyboard.AddPlayerCommand((int)Keys.Y, new MarioResetCommand(mario)); keyboard.AddPlayerCommand((int)Keys.F, new MarioFireBallCommand(mario)); return(keyboard); }
public static KeyboardController SetupLevelKeyboard2P(PlayerChar mario, PlayerChar luigi, Scene scene) { KeyboardController keyboard = new KeyboardController(); // Add system commands here keyboard.AddSystemCommand((int)Keys.Q, new QuitCommand(scene)); keyboard.AddSystemCommand((int)Keys.Space, new ResetCommand(scene)); keyboard.AddSystemCommand((int)Keys.P, new PauseCommand(scene)); // Add player commands here keyboard.AddPlayerCommand((int)Keys.Up, new UpCommand(luigi)); keyboard.AddPlayerCommand((int)Keys.Down, new DownCommand(luigi)); keyboard.AddPlayerCommand((int)Keys.Left, new LeftCommand(luigi)); keyboard.AddPlayerCommand((int)Keys.Right, new RightCommand(luigi)); keyboard.AddPlayerCommand((int)Keys.W, new UpCommand(mario)); keyboard.AddPlayerCommand((int)Keys.S, new DownCommand(mario)); keyboard.AddPlayerCommand((int)Keys.A, new LeftCommand(mario)); keyboard.AddPlayerCommand((int)Keys.D, new RightCommand(mario)); keyboard.AddPlayerCommand((int)Keys.F, new MarioFireBallCommand(mario)); keyboard.AddPlayerCommand((int)Keys.L, new MarioFireBallCommand(luigi)); return(keyboard); }
protected AbstractActionState(MarioActionStateMachine sm, PlayerChar player) { StateMachine = sm; PlayerChar = player; }
public LeftCommand(PlayerChar character) : base(character) { }
public void Enter(AbstractActionState state) { PlayerChar.ChangeActionState(state); PlayerChar.Acceleration = state.stateAccel; PlayerChar.Animation = state.Animation; }
public RightCommand(PlayerChar character) : base(character) { }
protected MarioPowerUpCommand(PlayerChar character) { receiver = character; }
public UpCommand(PlayerChar character) : base(character) { }
public MarioMiniStarState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.STARMINI; }
public MarioFireBallCommand(PlayerChar player) : base(player) { }
public MarioDeadState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.DEAD; }
public MarioSuperCommand(PlayerChar character) : base(character) { }
public InvulnerableState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.STARMINI; }
public MarioResetCommand(PlayerChar character) : base(character) { }
public MarioCrouchingState(MarioActionStateMachine sm, PlayerChar player) : base(sm, player) { Animation = new MarioCrouchingAnimation(); timer = 0; }
public MarioIdleState(MarioActionStateMachine sm, PlayerChar player) : base(sm, player) { Animation = new MarioStandingAnimation(); }
public MarioStandardState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.NORMAL; }
public MarioFireCommand(PlayerChar character) : base(character) { }
public MarioSuperState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.SUPER; }
public MarioRunningState(MarioActionStateMachine sm, PlayerChar player) : base(sm, player) { Animation = new MarioRunningAnimation(); }
public MarioFireState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.FIRE; }
public DownCommand(PlayerChar character) : base(character) { }
protected MarioActionCommand(PlayerChar character) { receiver = character; }
protected AbstractPowerUpState(MarioPowerUpStateMachine sm, PlayerChar player) { StateMachine = sm; PlayerChar = player; }
public MarioDamageCommand(PlayerChar character) : base(character) { }
public MarioBigStarState(MarioPowerUpStateMachine sm, PlayerChar player) : base(sm, player) { TypeEnum = MarioTypes.STARBIG; }