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; }
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(); }
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 (); }
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; }
/// <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; }
public void Explode() { FireSprite = ProjectileSpriteFactory.CreateExplodingFireSprite(); physics.Acceleration = Vector2.Zero; physics.Velocity = Vector2.Zero; isExploded = true; }
/// <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; }
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); }
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(); }
public Endblock(Game1 game) { myGame = game; endblockSprite = LemmingSpriteFactory.CreateEndblockSprite(); physics = new MarioGamePhysics(); physics.Acceleration = Vector2.Zero; physics.Velocity = Vector2.Zero; }
public virtual bool doesCollideWith(ISprite otherSprite) { // no collision with self. if (Equals(otherSprite)) return false; return GetBoundingBox().Intersects(otherSprite.GetBoundingBox()); }
public void Update() { if(this.isActive && !hasBeenActivatedOnce){ flagPoleSprite = TileSpriteFactory.CreateActiveFlagPoleSprite(); hasBeenActivatedOnce = true; } flagPoleSprite.Update(); }
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; }
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))); }
/// <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); }
public void Dead() { if (!marioIsInvincible) { //dead overrides pretty much everything CurrentSprite = new Sprites.MarioDeadSprite(); CurrentState = MarioStates.Dead; } }
public void Draw(Vector2 position, ISprite enemySprite) { enemySprite.Draw(position); }
public BlueOctUpMovingState(BlueOct blueoct, MainStage game) { this.BlueOct = blueoct; this.game = game; GetSprite = new UpMovingBlueOctSprite(); }
public RightUseItemState(IPlayer player) { this.player = player; player.Direction = Direction.East; sprite = Room.PlayerFactory.MakeSprite(LinkEnum.LinkRightItem, player.Pos); }
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(); }
public GoombaAliveState(Goomba goomba) { StateSprite = EnemySpriteFactory.Instance.CreateGoombaSprite(); this.goomba = goomba; }
public FlagPole(Vector2 position) { this.position = position; sprite = PropFactory.Instance.CreateFlagPole(); ShouldLowerFlag = false; }
public AGSAnimationFrame(ISprite sprite) { Sprite = sprite; }
public GroundBlock(Vector2 location, ISprite sprite) : base(location) { this.sprite = sprite; }
public Keese() { this.sprite = EnemySpriteFactory.Instance.CreateSpriteEnemyKeese(); }
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); }
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); }
public void AddSprite(ISprite toAdd) { _toDraw.Add(toAdd); }
public void Update(ISprite enemySprite) { enemySprite.Update(); }
protected override void Begin(ISprite sprite) { this.initialColors[sprite] = sprite.Shade; }
public ItemMagicBoomerang() { //Load Boomerang sprite sprite = ItemsSpriteFactory.Instance.CreateSpriteMagicBoomerang(); }
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(); }
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); }
/// <summary> /// Constructs the proxy sprite with another sprite. /// </summary> public ProxySprite(ISprite sprite) { this.sprite = sprite; this.sprite.Invalidate += OnInvalidate; }
public EStateStalfosMovingRight(IEnemy enemy, int coolDown = 0) { this.enemy = enemy; this.sprite = SpriteFactory.Instance.GetStalfosMovingRight(enemy); this.coolDown = coolDown; }
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)) { }
public HorseDeadState(Horse h) { StateSprite = EnemySpriteFactory.Instance.CreateDeadHorseSprite(); horse = h; horse.ToString(); }
public BishopPieceWhite() { pieceSprite = SpriteFactory.Instance.MakeBishopSpriteWhite(); }
public BigHill(Vector2 position) { this.position = position; sprite = SceneryFactory.Instance.CreateHugeHill(); }
public ItemWhiteSword() { //Load White Sword sprite sprite = ItemsSpriteFactory.Instance.CreateSpriteWhiteSword(); }
public SpriteRenderComponent(ISprite sprite) { Color = Color.White; Sprite = sprite; }