public void Fall() { physState = new FallingState(this, game); state = new RightFallingTeno(game.level.teno, game); velocity.Y += ValueHolder.jumpingVelocity; state.Down(); }
public void Respawn() { state = new RightIdleTeno(this, game); physState = new VVVVVVGroundState(this, 1, game); gravityDirection = 1; position = game.level.checkpoint; }
public void Respawn() { state = new RightIdleTS(this); physState = new VVVVVVGroundState(this, 1); gravityDirection = 1; position = Game1.GetInstance().level.checkpoint; }
public Teno(Vector2 position) { state = new RightIdleTS(this); physState = new GroundState(this); this.position = position; factory = new SpriteFactory(); }
public Teno(Vector2 position, Game1 game) { this.game = game; state = new RightIdleTeno(this, game); physState = new GroundState(this, game); this.position = position; factory = new SpriteFactory(); }
public void Update(GameTime gametime) { if (game.level.collision.standingBlock == null) { physState = new FallingState(this, game); } state.Update(gametime); physState.Update(gametime); }
public void Jump() { if (velocity.Y > minVelocity.Y && !isFalling) { physState = new JumpingState(this); velocity.Y -= ValueHolder.jumpingVelocity; state.Up(); } }
public void Jump() { if (velocity.Y > minVelocity.Y && !isFalling) { physState = new JumpingState(this, game); state = new RightJumpingTeno(game.level.teno, game); velocity.Y -= ValueHolder.jumpingVelocity; state.Up(); } }