public override void Update() { base.Update(); // All move handles set back to LR move State //Debug.WriteLine("------"); this.pMoveState = ShipMan.GetState(ShipMan.State.MoveLeftRight); }
public static ShipState GetState(State state) { ShipMan pShipMan = ShipMan.PrivInstance(); Debug.Assert(pShipMan != null); ShipState pShipState = null; switch (state) { case ShipMan.State.Ready: pShipState = pShipMan.pStateReady; break; case ShipMan.State.MissileFlying: pShipState = pShipMan.pStateMissileFlying; break; case ShipMan.State.End: pShipState = pShipMan.pStateEnd; break; default: Debug.Assert(false); break; } return(pShipState); }
public static ShipState getShipState(ShipStateType shipStateType) { ShipManager shipMan = ShipManager.getSingleton(); Debug.Assert(shipMan != null); ShipState shipSate = null; switch (shipStateType) { case ShipStateType.Ready: shipSate = shipMan.shipReadyState; break; case ShipStateType.MissileFlying: shipSate = shipMan.shipMissileFlyingState; break; case ShipStateType.End: shipSate = shipMan.shipEndState; break; case ShipStateType.Uninitilized: Debug.WriteLine("Uninitialiazed"); break; default: Debug.WriteLine("Someth"); break; } return(shipSate); }
public static ShipState GetState(ShipStateEnum shipState) { ShipManager shipMan = ShipManager.GetInstance(); ShipState pShipState = null; switch (shipState) { case ShipStateEnum.Ready: pShipState = shipMan.pReadyState; break; case ShipStateEnum.MissileFlying: pShipState = shipMan.pMissileFlyingState; break; case ShipStateEnum.End: pShipState = shipMan.pEndState; break; default: Debug.Assert(false); break; } return(pShipState); }
public CannonShip(GameObject.GameObjectName mGameObjectName, Sprite.SpriteName mSpriteName, int index, float mX, float mY) : base(mGameObjectName, index, mSpriteName) { this.x = mX; this.y = mY; // this.cCollisionObj.cSpriteBox.setColor(Unit.spriteBoxColor); this.delta = Unit.shipDeltaX; this.shipState = null; // hit = false; }
public Ship(GameObject.Name name, GameSprite.Name spriteName, float posX, float posY) : base(name, spriteName, posX, posY) { this.x = posX; this.y = posY; this.shipSpeed = 3.0f; this.state = null; }
public Ship(GameObject.Name name, GameSprite.Name spriteName, int index, float posX, float posY) : base(name, spriteName, index, ShipCategory.Type.Ship) { this.x = posX; this.y = posY; this.shipSpeed = 3.0f; this.state = null; }
public Ship(GameObjectName goName, SpriteBaseName sName, float x, float y) : base(goName, sName, ShipType.Ship, 0) { this.x = x; this.y = y; this.state = null; this.speed = 5.0f; this.pProxySprite.pSprite.pColor = ColorFactory.Create(ColorName.Green).pAzulColor; this.pCollisionObject.pCollisionSpriteBox.pLineColor = ColorFactory.Create(ColorName.Blue).pAzulColor; }
public Ship(GameObject.Name name, GameSprite.Name spriteName, float posX, float posY, SndObserver pSndObs) : base(name, spriteName, ShipCategory.Type.Ship) { this.x = posX; this.y = posY; this.shipSpeed = 3.0f; this.state = null; this.moveState = null; this.pSnd = pSndObs; }
public ShipLeaf(GameSpriteName spname, float x, float y, int lx, int ly) { proxySprite = new ProxySprite(spname, x, y); CollisionObj = new CollisionObject(proxySprite); PlayBatchMan.Find(BatchName.Box).Add(CollisionObj.Box); this.x = x; this.y = y; locationX = lx; locationY = ly; state = new ShipReadyState(); }
//---------------------------------------------------------------------------------- // Constructor //---------------------------------------------------------------------------------- public Ship(GameObject.Name name, GameSprite.Name spriteName, float posX, float posY) : base(name, spriteName, ShipCategory.Type.Ship) { this.x = posX; this.y = posY; this.shipSpeed = 3.0f; this.state = null; this.pMoveState = ShipMan.GetState(ShipMan.State.MoveLeftRight); this.pShootState = null; }
public static ShipState GetState(ShipMan.State state) { //ensure call Create() first ShipMan pShipMan = ShipMan.GetInstance(); Debug.Assert(pShipMan != null); ShipState pShipState = null; switch (state) { case ShipMan.State.Ready: pShipState = pShipMan.pStateReady; break; case ShipMan.State.MissileFlying: pShipState = pShipMan.pStateMissileFlying; break; case ShipMan.State.End: pShipState = pShipMan.pStateEnd; break; case ShipMan.State.Normal: pShipState = pShipMan.pStateNormal; break; case ShipMan.State.MostLeft: pShipState = pShipMan.pStateMostLeft; break; case ShipMan.State.MostRight: pShipState = pShipMan.pStateMostRight; break; case ShipMan.State.Stay: pShipState = pShipMan.pStateStay; break; default: Debug.Assert(false); break; } return(pShipState); }
public static ShipState GetState(State state) { ShipManager pShipMan = ShipManager.PrivInstance(); Debug.Assert(pShipMan != null); ShipState pShipState = null; switch (state) { case ShipManager.State.Ready: pShipState = pShipMan.pStateReady; break; case ShipManager.State.MissileFlying: pShipState = pShipMan.pStateMissileFlying; break; case ShipManager.State.Dead: pShipState = pShipMan.pStateDead; break; case ShipManager.State.StopLeft: pShipState = pShipMan.pStateStopLeft; break; case ShipManager.State.StopRight: pShipState = pShipMan.pStateStopRight; break; case ShipManager.State.StopRightMissileFlying: pShipState = pShipMan.pStateStopRightMissileFlying; break; case ShipManager.State.StopLeftMissileFlying: pShipState = pShipMan.pStateStopLeftMissileFlying; break; default: Debug.Assert(false); break; } return(pShipState); }
public void SetMoveState(ShipMan.State inState) { this.moveState = ShipMan.GetState(inState); }
public void SetState(ShipMan.StateName stateName) { state = ShipMan.GetState(stateName); this.stateName = stateName; }
public void SetState(ShipManager.State inState) { this.state = ShipManager.GetState(inState); }
public void SetState(ShipStateEnum shipState) { this.state = ShipManager.GetState(shipState); }
public void SetState(ShipManager.State inState) { this.state = ShipManager.GetState(inState); this.CurrentStateName = inState; //Debug.WriteLine(this.state); }
public void setShipState(ShipManager.ShipStateType shipState) { this.shipState = ShipManager.getShipState(shipState); }
public void SetShootState(ShipMan.State inState) { this.pShootState = ShipMan.GetState(inState); }