Exemplo n.º 1
0
        public Character(FightingEngine game, List <Texture2D> texs, List <int> lengths) : base(game)
        {
            Animator = new Animator(new AnimationData(texs, lengths, true));
            _characterStateFactory = new CharacterStateFactory(_game, this);

            _stateMachine = new StateMachine <CharacterState>();
            _stateMachine.PushState(_characterStateFactory.Get <CharacterStateFree>());
        }
Exemplo n.º 2
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 public GameStatePause(FightingEngine game) : base(game)
 {
 }
 public GameStateOptionsMenu(FightingEngine game) : base(game)
 {
 }
Exemplo n.º 4
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 public AState(FightingEngine game)
 {
     _game = game;
 }
Exemplo n.º 5
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 public GameStateSplashScreen(FightingEngine game) : base(game)
 {
 }
 public CharacterStateAnimLock(FightingEngine game, Character character) : base(game, character)
 {
 }
Exemplo n.º 7
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 public CharacterStateHitStop(FightingEngine game, Character character, int numFrames) : base(game, character)
 {
     _stopFrames = numFrames;
 }
Exemplo n.º 8
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 public CharacterStateBlockStun(FightingEngine game, Character character) : base(game, character)
 {
 }
Exemplo n.º 9
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 public GameStateTitleScreen(FightingEngine game) : base(game)
 {
 }
Exemplo n.º 10
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 public CharacterStateHitStop(FightingEngine game, Character character) : base(game, character)
 {
 }
Exemplo n.º 11
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 public CharacterState(FightingEngine game, Character character) : base(game)
 {
     _character = character;
 }
        //Rectangle rect;
        //END TESTING


        public GameStateGameplay(FightingEngine game) : base(game)
        {
        }
 public CharacterStateFree(FightingEngine game, Character character) : base(game, character)
 {
 }
 public CharacterStateFactory(FightingEngine game, Character character)
 {
     _game      = game;
     _character = character;
     _states    = new Dictionary <Type, CharacterState>();
 }
 public GameStateMainMenu(FightingEngine game) : base(game)
 {
 }
Exemplo n.º 16
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 public AActor(FightingEngine game)
 {
     _game = game;
 }
Exemplo n.º 17
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 public AGameState(FightingEngine game) : base(game)
 {
 }