public Mario(int locX, int locY) { Small = true; Fire = false; Ice = false; FacingRight = true; Star = false; canFire = true; canIce = true; transitioning = false; Location = new Vector2(locX, locY); State = new MarioStill(this); moveMario = true; rigidbody = new ControllablePhysicsObject(); takingDamage = 0; LoadPhysicsProperties(); lives = new PlayerScoreItem(PlayerScoreItem.GUIType.mario, UtilityClass.StartingLives, UtilityClass.GUIMarioPosition, false); points = new PlayerScoreItem(UtilityClass.GUIMarioScoreName, UtilityClass.zero, UtilityClass.GUIMarioScorePosition, true); coins = new PlayerScoreItem(PlayerScoreItem.GUIType.coin, UtilityClass.zero, UtilityClass.GUIMarioCoinsPosition, true); transitionDuration = UtilityClass.marioTransitionDuration; TransitionToBigTime = UtilityClass.marioTransitionToBigTime; TransitionToFireTime = UtilityClass.marioTransitionToFireTime; TransitionToIceTime = UtilityClass.marioTransitionToIceTime; TransitionToSmallTime = UtilityClass.marioTransitionToSmallTime; stats = new PlayerStatManager(); actions = new PlayerActionStatManager(); }
public EndingSequenceMario(Mario mario, bool smallMario, bool fireMario, bool iceMario, TimeStat time) { this.location = mario.Location; endActions = mario.actions; endStats = mario.stats; timeStats = time; timeStats.SaveTime(); this.smallMario = smallMario; endSequenceFinished = false; atFlagpoleBottom = false; flagAtBottom = false; offBlock = false; flagpoleAnimation = true; fallOffBlockAnimation = false; walkingToCastle = false; slideSpeed = UtilityClass.slideSpeed; walkSpeed = UtilityClass.endMarioWalkSpeed; decayRate = UtilityClass.endMarioDecayRate; waitToLeaveFlagpole = UtilityClass.waitToLeaveFlagpole; endMarioSprite = new EndingSequenceMarioSprite(location, smallMario, fireMario, iceMario); }