//Properties //Constructor public ExplorerWalkUp(Explorer explorer) : base(explorer) { this.explorer = explorer; this.currentFrame = 0; this.angle = 2f; }
//Properties //Constructor public ExplorerWalkLeft(Explorer explorer) : base(explorer) { this.explorer = explorer; this.currentFrame = 0; this.angle = 1f; this.explorer.Speed = 2f; }
public void Update(GameTime gameTime, Explorer explorer) { //Speeddown this.block.Location += new Vector2(0.9f, 0f); //Weer terug duwen omlaag MovingBlockManager.CollisionDectectExplorerMovingBlockDown(this.block); //Als de explorer stilstaat word het blokje tegengehouden MovingBlockManager.CollisionDectectExplorerGoBackUp(this.block); //Zet het blokje weer op de oude plaats MovingBlockManager.SetBackOnPlaceGoingUp(this.block); }
public void Update(GameTime gameTime, Explorer explorer) { this.block.Location = explorer.Location - new Vector2(32f, 0f); if (explorer.IState.ToString() == "pp.Idle") { this.block.State = new MovingBlockIdleOffPlace(this.block); } if (MovingBlockManager.CollisionDectectionWalls(this.block)) { this.block.State = new MovingBlockIdleOffPlace(this.block); } }
//Properties //Constructor public Idle(Explorer explorer, string direction) : base(explorer) { this.explorer = explorer; this.currentFrame = 1; this.direction = new Dictionary<string, float>() { {"Down", 0f}, {"Left", 1f}, {"Up", 2f}, {"Right", 3f} }; this.angle = this.direction[direction]; }
//Properties //Constructor public IdleExplorerMovingBlockStandStill(Explorer explorer, string direction) : base(explorer) { this.explorer = explorer; this.direction = direction; this.currentFrame = 1; this.directionDictionary = new Dictionary<string, float>() { {"Down", 0f}, {"Left", 1f}, {"Up", 2f}, {"Right", 3f} }; this.angle = this.directionDictionary[direction]; }
public void Update(GameTime gameTime, Explorer explorer) { this.state.Update(gameTime, explorer); }
private Block LoadBlock(char blockElement, int letter, int regel) { switch (blockElement) { case '@': this.background = new Image(this.game, @"PlaySceneAssets\Background\background2", Vector2.Zero, '@'); return new Block(this.game, "Wall1", new Vector2(letter, regel), BlockCollision.NotPassable, '@'); case 'a': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Treasure1", new Vector2(letter, regel), 'a')); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, 'a'); case 'B': this.beetles.Add(new Beetle(this.game, new Vector2(letter, regel), 4, 1, 4, 120)); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, 'B'); case 'c': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Treasure2", new Vector2(letter, regel), 'c')); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, 'c'); case 'h': this.movingBlocks.Add( new MovingBlock(this.game, "Block_vert", new Vector2(letter, regel), BlockCollision.NotPassable, 'h')); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.NotPassable, 'h'); case 'v': this.movingBlocks.Add(new MovingBlock(this.game, "Block_hor", new Vector2(letter, regel), BlockCollision.NotPassable, 'v')); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.NotPassable, 'v'); case 'M': this.mummies.Add(new Mummy(this.game, new Vector2(letter, regel), 4, 1, 4, 120)); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, 'M'); case 'E': this.explorer = new Explorer(this.game, new Vector2(letter, regel), 4, 1, 3, 2f); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, 'E'); case 'p': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Potion", new Vector2(letter, regel), 'p')); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, 'p'); case 's': this.treasures.Add(new Image(this.game, @"PlaySceneAssets\Treasures\Scarab", new Vector2(letter, regel), 's')); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, 's'); case 'S': this.scorpions.Add(new Scorpion(this.game, new Vector2(letter, regel), 4, 1, 6, 120)); return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, 'S'); case '.': return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, '.'); case 'w': return new Block(this.game, "Wall1", new Vector2(letter, regel), BlockCollision.NotPassable, 'w'); case 'x': return new Block(this.game, "Wall2", new Vector2(letter, regel), BlockCollision.NotPassable, 'x'); case 'y': return new Block(this.game, "Block", new Vector2(letter, regel), BlockCollision.NotPassable, 'y'); case 'z': return new Block(this.game, "Door", new Vector2(letter, regel), BlockCollision.Passable, 'z'); default: return new Block(this.game, "Transparant", new Vector2(letter, regel), BlockCollision.Passable, '.'); } }
public void Update(GameTime gameTime, Explorer explorer) { MovingBlockManager.CollisionDectectExplorerMovingBlockDown(this.block); MovingBlockManager.CollisionDectectExplorerMovingBlockUp(this.block); //§ }
public void Update(GameTime gameTime, Explorer explorer) { if ( this.blockCollision == BlockCollision.Passable ) this.texture = this.game.Content.Load<Texture2D>(@"PlaySceneAssets\Blocks\" + this.blockName); if ( this.BlockCollision == BlockCollision.NotPassable ) this.texture = this.game.Content.Load<Texture2D>(@"PlaySceneAssets\Blocks\Door"); }