public InvisibleFlagPoleBarrier(Game1 game)
 {
     hasBeenActivatedOnce = false;
     myGame = game;
     invisibleFlagPoleSprite = TileSpriteFactory.CreateInvisibleFlagPoleSprite();
     isActive = false;
 }
 public FlagPole(Game1 game)
 {
     myGame = game;
     flagPoleSprite = TileSpriteFactory.CreateInactiveFlagPoleSprite();
     isActive = false;
     hasBeenActivatedOnce = false;
 }
Пример #3
0
 public override void HandleCollision(ISprite movSprite)
 {
     sounds.PlayCoin();
     scene.mario.Coins += 1;
     scene.mario.Points += 200;
        // scene.Sprites.Remove(this);
 }
 public ThrowFireLeftDecorator(IMario mario, Game1 game)
 {
     this.mario = mario;
     this.myGame = game;
     WorldManager.SetPlayer(this);
     sprite = MarioSpriteFactory.CreateFireThrowLeft();
 }
Пример #5
0
 public Brick(int x, int y, Camera cam, BrickState s)
 {
     xPosition = x;
     yPosition = y;
     camera = cam;
     state = s;
     switch (s)
     {
         case BrickState.qempty:
             //this never happens in our level, but it's good to have in theory.
             BrickSprite = new Sprites.HitQBlockSprite();
             break;
         case BrickState.bempty:
         case BrickState.bcoin:
         case BrickState.bstar:
             BrickSprite = new Sprites.TopBrickSprite();
             break;
         case BrickState.destroyed:
             BrickSprite = null;
             break;
         default:
             BrickSprite = new Sprites.QBlockSprite();
             break;
     }
 }
		public AGSSingleFrameAnimation (ISprite sprite) : base(new AGSAnimationConfiguration { Loops = 1 },
			new AGSAnimationState(), 1)
		{
			AGSAnimationFrame frame = new AGSAnimationFrame (sprite) { Delay = -1 };
			Frames.Add (frame);
			Setup ();
		}
Пример #7
0
        public override bool CheckCollision(ISprite sprite)
        {
            Player player = (Player)sprite;
            Rectangle rectangle = new Rectangle((int)player._Position.X, (int)player._Position.Y, player.Texture.Width, player.Texture.Height);

            return CoinRectangle.Intersects(rectangle);
        }
 public DoublePipe(Vector2 marioWarpCoordinates, Game1 game)
 {
     myGame = game;
     pipeSprite = TileSpriteFactory.CreateDoublePipeSprite();
     isWarpPipe = true;
     warpLocation = marioWarpCoordinates;
 }
 private FigureBase(PositionsCollection positions, byte positionNumber, Offset placement)
 {
     _positions = positions;
     _positionNumber = positionNumber;
     _sprite = _positions.GetPositionByNumber(positionNumber);
     _placement = placement;
 }
Пример #10
0
 /// <summary>
 /// Constructs the minor mode and sets up the internal
 /// sprites.
 /// </summary>
 public NewStageMinorMode()
     : base()
 {
     // Create the block with a placeholder
     block =	AssetLoader.Instance.CreateSprite("Star");
     Viewport.Add(block);
 }
 public DoublePipe(IGameState gameState, Game1 game)
 {
     myGame = game;
     pipeSprite = TileSpriteFactory.CreateDoublePipeSprite();
     isWarpPipe = true;
     this.gameState = gameState;
 }
Пример #12
0
 public void Explode()
 {
     FireSprite = ProjectileSpriteFactory.CreateExplodingFireSprite();
     physics.Acceleration = Vector2.Zero;
     physics.Velocity = Vector2.Zero;
     isExploded = true;
 }
Пример #13
0
        /// <summary>
        /// Checks if a <see cref="ISprite"/> is valid to be drawn.
        /// </summary>
        /// <param name="sprite">The sprite to draw.</param>
        /// <returns>True if the <paramref name="sprite"/> can be used to draw; otherwise false.</returns>
        static bool CanDrawSprite(ISprite sprite)
        {
            if (sprite == null)
            {
                const string errmsg = "Attempted to draw using a null sprite.";
                if (log.IsWarnEnabled)
                    log.Warn(errmsg);
                return false;
            }

            if (sprite.Texture == null || sprite.Texture.IsDisposed)
            {
                const string errmsg = "Attempted to draw using sprite `{0}`, but the texture is not set or is disposed.";
                if (log.IsWarnEnabled)
                    log.WarnFormat(errmsg, sprite);
                return false;
            }

            if (sprite.Size.X < 1 || sprite.Size.Y < 1)
            {
                const string errmsg = "Attempted to draw using sprite `{0}`, but the size (width and/or height) is < 1.";
                if (log.IsWarnEnabled)
                    log.WarnFormat(errmsg, sprite);
                return false;
            }

            return true;
        }
Пример #14
0
        public CompositeSpriteHolder(ISprite Tileset, int[,,] Tiles, int TileSize)
        {
            if (!(Tileset.FullSize.Width/(float) TileSize).IsInteger() ||
                !(Tileset.FullSize.Height/(float) TileSize).IsInteger())
                throw new Exception("The TileSize doesn't fit the image.");

            this.Tileset = Tileset;
            this.TileSize = TileSize;

            var sizeX = Tiles.GetLength(0);
            var sizeY = Tiles.GetLength(1);
            var sizeZ = Tiles.GetLength(2);
            var tilesX = Tileset.FullSize.Width/TileSize;
            var tiles = new Tuple<int, int>[sizeX, sizeY, sizeZ];

            for (int i = 0; i < sizeX; i++)
                for (int j = 0; j < sizeY; j++)
                    for (int k = 0; k < sizeZ; k++)
                        tiles[i, j, k] = new Tuple<int, int>(Tiles[i, j, k]%tilesX, Tiles[i, j, k]/tilesX);

            this.Tiles = tiles;

            MinDepth = 0.5f;
            MaxDepth = 0.5f;
        }
        public void Render(ISprite sprite, Offset offset)
        {
            if (sprite == null)
                throw new ArgumentNullException("sprite");
            if (offset == null)
                throw new ArgumentNullException("offset");

            var consoleColorBackup = Console.BackgroundColor;

            Console.Clear(); // yeaks!

            var width = sprite.Size.Width;
            var height = sprite.Size.Height;

            for (int i = widthBorderOffset; i < width + widthBorderOffset; i++)
            {
                Console.SetCursorPosition(i, 0);
                Console.Write('-');
                Console.SetCursorPosition(i, height + heightBorderOffset);
                Console.Write('-');
            }
            for (int j = heightBorderOffset; j < height + heightBorderOffset; j++)
            {
                Console.SetCursorPosition(0, j);
                Console.Write('|');
                Console.SetCursorPosition(width + widthBorderOffset, j);
                Console.Write('|');
            }
            Console.SetCursorPosition(0, 0);
            Console.Write('/');
            Console.SetCursorPosition(width + widthBorderOffset, 0);
            Console.Write('\\');
            Console.SetCursorPosition(0, height + heightBorderOffset);
            Console.Write('\\');
            Console.SetCursorPosition(width + widthBorderOffset, height + heightBorderOffset);
            Console.Write('/');

            var consoleBounds = new { Width = Console.WindowWidth, Height = Console.WindowHeight };
            for (var i = 0; i < sprite.Size.Width; i++)
            {
                for (var j = 0; j < sprite.Size.Height; j++)
                {
                    var x = offset.Left + i + widthBorderOffset;
                    var y = offset.Top + j + heightBorderOffset;

                    var brushBackground = sprite[i, j];

                    if (!((x >= 0) && (x < consoleBounds.Width) && (y >= 0)) || brushBackground == Color.Transparent)
                    {
                        continue;
                    }

                    Console.SetCursorPosition(x, y);
                    Console.BackgroundColor = brushBackground.ToConsoleColor();
                    Console.Write(_brushSymbol);
                }
            }

            Console.BackgroundColor = consoleColorBackup;
        }
 protected FigureBase(Offset placement, PositionsCollection positions)
 {
     _positions = positions;
     _placement = placement;
     _positionNumber = 0;
     _sprite = _positions.GetPositionByNumber(0);
 }
Пример #17
0
        public Mario(Game1 game, int posX, int posY)
        {
            MarioFactory = new MarioFactory(game);
            currentSprite = (MarioSprite)MarioFactory.MakeProduct(1);
            powerupStateFactor = 0;
            actionStateFactor = 1;
            direction = 1;
            idle = new MarioIdleState(this);
            jump = new MarioJumpingState(this);
            walk = new MarioWalkingState(this);
            crouch = new MarioCrouchingState(this);
            fall = new MarioFallingState(this);
            standard = new MarioStandard(this);
            super = new MarioSuper(this);
            fire = new MarioFire(this);
            dead = new MarioDead(this);

            powerupState = standard;
            currentState = idle;
            previousState = currentState;
            previousSprite = currentSprite;

            marioVec.X = posX;
            marioVec.Y = posY;
        }
 public Z_NormalEatingRenderBehavior()
     : base()
 {
     sprite = SCSServices.Instance.ResourceManager.GetResource<ISprite>("Zombies/Nameless/Attack");
     SpriteBound = new Rectangle(0, 0, 89, 101);
     sprite.Play();
 }
Пример #19
0
 public Endblock(Game1 game)
 {
     myGame = game;
     endblockSprite = LemmingSpriteFactory.CreateEndblockSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
     physics.Velocity = Vector2.Zero;
 }
Пример #20
0
        public virtual bool doesCollideWith(ISprite otherSprite)
        {
            // no collision with self.
            if (Equals(otherSprite))
                return false;

            return GetBoundingBox().Intersects(otherSprite.GetBoundingBox());
        }
Пример #21
0
 public void Update()
 {
     if(this.isActive && !hasBeenActivatedOnce){
         flagPoleSprite = TileSpriteFactory.CreateActiveFlagPoleSprite();
         hasBeenActivatedOnce = true;
     }
     flagPoleSprite.Update();
 }
Пример #22
0
 public Flower(bool isInsideBlock, Game1 game)
 {
     this.isInsideBlock = isInsideBlock;
     myGame = game;
     flowerSprite = ItemsSpriteFactory.CreateFlowerSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
 }
 public GreenMushroom(bool isInsideBlock, Game1 game)
 {
     this.isInsideBlock = isInsideBlock;
     myGame = game;
     greenMushroomSprite = ItemsSpriteFactory.CreateGreenMushroomSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
 }
Пример #24
0
 protected Sprite(ISprite other)
 {
     _size = other.Size;
     _layout = new Color[_size.Width, _size.Height];
     for (int i = 0; i < _size.Width; i++)
         for (int j = 0; j < _size.Height; j++)
             _layout[i, j] = other[i, j];
 }
 public void RenderDiff(ISprite oldSprite, ISprite newSprite)
 {
     ExecuteThreadSafe(copiedRenderers =>
     {
         foreach (var renderer in copiedRenderers)
             renderer.RenderDiff(oldSprite, newSprite);
     });
 }
 public void Render(ISprite sprite)
 {
     ExecuteThreadSafe(copiedRenderers =>
     {
         foreach (var renderer in copiedRenderers)
             renderer.Render(sprite);
     });
 }
 public PacMarioNormalCoin(bool isInsideBlock, Game1 game)
 {
     this.isInsideBlock = isInsideBlock;
     isReleased = false;
     myGame = game;
     coinSprite = ItemsSpriteFactory.CreateCoinSprite();
     physics = new MarioGamePhysics();
     physics.Acceleration = Vector2.Zero;
 }
 public PauseGameState(Game1 game)
 {
     prevGameState = game.gameState;
     menu = new PauseMenu(prevGameState, game);
     sprite = MenuSpriteFactory.CreatePauseMenuSprite();
     controllerList = new List<IController>();
     controllerList.Add(new KeyboardController(new MenuControls(menu, game)));
     controllerList.Add(new GamePadController(new MenuControls(menu, game)));
 }
Пример #29
0
 /// <summary>
 /// Initializes the <see cref="SystemSprites"/> class.
 /// </summary>
 static SystemSprites()
 {
     _blank = CreateSprite(Resources.Blank);
     _joint = CreateSprite(Resources.Joint);
     _lightbulb = CreateSprite(Resources.Lightbulb);
     _move = CreateSprite(Resources.Move);
     _resize = CreateSprite(Resources.Resize);
     _triangle = CreateSprite(Resources.Triangle);
 }
Пример #30
0
 public void Dead()
 {
     if (!marioIsInvincible)
     {
         //dead overrides pretty much everything
         CurrentSprite = new Sprites.MarioDeadSprite();
         CurrentState = MarioStates.Dead;
     }
 }
Пример #31
0
 public void Draw(Vector2 position, ISprite enemySprite)
 {
     enemySprite.Draw(position);
 }
Пример #32
0
 public BlueOctUpMovingState(BlueOct blueoct, MainStage game)
 {
     this.BlueOct = blueoct;
     this.game    = game;
     GetSprite    = new UpMovingBlueOctSprite();
 }
Пример #33
0
 public RightUseItemState(IPlayer player)
 {
     this.player      = player;
     player.Direction = Direction.East;
     sprite           = Room.PlayerFactory.MakeSprite(LinkEnum.LinkRightItem, player.Pos);
 }
Пример #34
0
 public IceballExplosion(int locationX, int locationY)
 {
     Position = new Vector2(locationX, locationY);
     Sprite   = new IceballExplosionSprite(this);
     SoundFactory.Instance.Play(SoundFactory.Effects.Kick);
 }
 protected override void Setup(Player player, IPlayerStateTransitionSet transitionSet, ISprite sprite)
 {
     base.Setup(player, transitionSet, sprite);
     player.Body.ApplyScaledImpulse(new Vector2(0.0f, JUMP_IMPULSE_MAG));
 }
        public MediumVine(int locX, int locY)
        {
            Vector2 location = new Vector2(locX, locY);

            MediumvineSprite = new MediumVineSprite(location);
        }
 public void BecomeUsed()
 {
     Sprite = BlockSpritesFactory.Instance.CreateUsedBlockSprite();
     Sprite = ItemFactory.Instance.CreateGoldSprite();
 }
Пример #38
0
 public GoombaAliveState(Goomba goomba)
 {
     StateSprite = EnemySpriteFactory.Instance.CreateGoombaSprite();
     this.goomba = goomba;
 }
Пример #39
0
 public FlagPole(Vector2 position)
 {
     this.position   = position;
     sprite          = PropFactory.Instance.CreateFlagPole();
     ShouldLowerFlag = false;
 }
Пример #40
0
 public AGSAnimationFrame(ISprite sprite)
 {
     Sprite = sprite;
 }
Пример #41
0
 public GroundBlock(Vector2 location, ISprite sprite) : base(location)
 {
     this.sprite = sprite;
 }
Пример #42
0
 public Keese()
 {
     this.sprite = EnemySpriteFactory.Instance.CreateSpriteEnemyKeese();
 }
Пример #43
0
 public SolvedState(MovableBlock block)
 {
     Block  = block;
     sprite = DungeonSpriteFactory.Instance.MovableTile();
 }
 public BumpedUsedBlockState(Block block) : base(block)
 {
     bumpedUsedBlockSprite = BlockSpriteFactory.Instance.CreateUsedBlock();
     originalLocation      = block.position;
     desLocation           = new Vector2(block.position.X, block.position.Y -= 3);
 }
Пример #45
0
        protected override void Apply(ISprite sprite, double milliTime)
        {
            var alpha = 1.0 / 2.0 * (Math.Sin(milliTime * 2 * Math.PI / this.period) + 1);

            sprite.Shade = Interpolate(this.start, this.end, (float)alpha);
        }
Пример #46
0
 public void AddSprite(ISprite toAdd)
 {
     _toDraw.Add(toAdd);
 }
Пример #47
0
 public void Update(ISprite enemySprite)
 {
     enemySprite.Update();
 }
Пример #48
0
 protected override void Begin(ISprite sprite)
 {
     this.initialColors[sprite] = sprite.Shade;
 }
Пример #49
0
 public ItemMagicBoomerang()
 {
     //Load Boomerang sprite
     sprite = ItemsSpriteFactory.Instance.CreateSpriteMagicBoomerang();
 }
Пример #50
0
 public ModFood(ICoreTranslationHelper translationHelper, ISprite sprite, string rawName, int cost, int edibility, Category category, bool isDrink, in BuffDescription buffs) : base(translationHelper, sprite, rawName, cost, category, edibility)
 public QuestionBlockStates()
 {
     Sprite = BlockSpritesFactory.Instance.CreateQuestionBlockSprite();
 }
Пример #52
0
 public void DrawSprite(GameTime gameTime, SpriteBatch spriteBatch, ISprite sprite, Color color, SpriteEffects flip = SpriteEffects.None, float depth = 0)
 {
     sprite.Draw(gameTime, spriteBatch, Rectangle, Rotation, color, flip, depth);
 }
Пример #53
0
 /// <summary>
 /// Constructs the proxy sprite with another sprite.
 /// </summary>
 public ProxySprite(ISprite sprite)
 {
     this.sprite             = sprite;
     this.sprite.Invalidate += OnInvalidate;
 }
Пример #54
0
 public EStateStalfosMovingRight(IEnemy enemy, int coolDown = 0)
 {
     this.enemy    = enemy;
     this.sprite   = SpriteFactory.Instance.GetStalfosMovingRight(enemy);
     this.coolDown = coolDown;
 }
Пример #55
0
 public ModFood(ICoreTranslationHelper translationHelper, ISprite sprite, string rawName, int cost, int edibility, Category category, bool isDrink) : this(translationHelper, sprite, rawName, cost, edibility, category, isDrink, new BuffDescription(0))
 {
 }
Пример #56
0
 public HorseDeadState(Horse h)
 {
     StateSprite = EnemySpriteFactory.Instance.CreateDeadHorseSprite();
     horse       = h;
     horse.ToString();
 }
Пример #57
0
 public BishopPieceWhite()
 {
     pieceSprite = SpriteFactory.Instance.MakeBishopSpriteWhite();
 }
Пример #58
0
 public BigHill(Vector2 position)
 {
     this.position = position;
     sprite        = SceneryFactory.Instance.CreateHugeHill();
 }
Пример #59
0
 public ItemWhiteSword()
 {
     //Load White Sword sprite
     sprite = ItemsSpriteFactory.Instance.CreateSpriteWhiteSword();
 }
Пример #60
0
 public SpriteRenderComponent(ISprite sprite)
 {
     Color  = Color.White;
     Sprite = sprite;
 }