public CoinModel(ItemEnemySpriteFactory itemEnemySpriteFactory, Vector2 coordinates, Vector2 velocity, String type) : base(itemEnemySpriteFactory) { Texture = ItemEnemySpriteFactory.GetItemSprite("coinstatic"); //Initialize state first CurrentState = new ItemStandardState(this); CurrentState.Enter(null); //Define the characteristics of a brick block here Position = coordinates; CurrentFrame = 0; //If additional frames of QuestionBlocks are added, update Columns Columns = 4; Rows = 1; LayerDepth = 1; Scale = new Vector2(10, 10); Width = Texture.Width / Columns; Height = Texture.Height / Rows; TotalFrames = 4; Velocity = velocity; //Bump Animation variables FixedPosition = Position; ItemGoingUp = false; Debug.WriteLine(type); }
public GreenMushroomModel(ItemEnemySpriteFactory itemEnemySpriteFactory, Vector2 coordinates, Vector2 velocity, CollisionGrid collisionGrid) : base(itemEnemySpriteFactory) { Texture = ItemEnemySpriteFactory.GetItemSprite("greenmushroom"); //Initialize state first CurrentState = new ItemStandardState(this); IsAnimated = false; CurrentState.Enter(null); //Define the characteristics of a brick block here Position = coordinates; CurrentFrame = 0; //If additional frames of QuestionBlocks are added, update Columns Columns = 1; Rows = 1; LayerDepth = 1; Scale = new Vector2(10, 10); Width = Texture.Width / Columns; Height = Texture.Height / Rows; TotalFrames = 1; Velocity = velocity; //Bump Animation variables FixedPosition = Position; horizontalV = 1; //MoveAwayFactor = new Vector2(50, 0); CollisionGrid = collisionGrid; ItemOutsideBlock = 0; }
public FireFlowerModel(ItemEnemySpriteFactory itemEnemySpriteFactory, Vector2 coordinates, Vector2 velocity, CollisionGrid collisionGrid) : base(itemEnemySpriteFactory) { Texture = ItemEnemySpriteFactory.GetItemSprite("fireflower"); //Initialize state first CurrentState = new ItemStandardState(this); CurrentState.Enter(null); //Define the characteristics of a brick block here Position = coordinates; CurrentFrame = 0; //If additional frames of QuestionBlocks are added, update Columns Columns = 4; Rows = 1; LayerDepth = 1; Scale = new Vector2(10, 10); Width = Texture.Width / Columns; Height = Texture.Height / Rows; TotalFrames = 4; Velocity = velocity; //Bump Animation variables FixedPosition = Position; CollisionGrid = collisionGrid; }