示例#1
0
 public void Respawn()
 {
     state            = new RightIdleSmallMS(this);
     physState        = new VVVVVVGroundState(this, 1);
     gravityDirection = 1;
     position         = Game1.GetInstance().level.checkpoint;
 }
 public PacMario(Game1 game)
 {
     state = new PacMarioRightState(this);
     myGame = game;
     physics = new PacMarioGamePhysics();
     isPressingDown = false;
     isDead = false;
 }
示例#3
0
 public TransitionGameState(Mario mario, IMarioState prevState, IMarioState newState)
 {
     game           = Game1.GetInstance();
     this.mario     = mario;
     this.prevState = prevState;
     this.newState  = newState;
     currentState   = prevState;
 }
示例#4
0
        public MarioClass(Game1 game, SpriteBatch spriteBatch)
        {
            marioState = new SmallMarioState(game, spriteBatch);
            powerLevel = "Small";

            isRightOrJumping = true;
            isAlive = true;
        }
示例#5
0
 public Mario(Vector2 position)
 {
     state         = new RightIdleSmallMS(this);
     physState     = new GroundState(this);
     this.position = position;
     jumpFX        = SoundManager.jump.CreateInstance();
     factory       = new SpriteFactory();
 }
示例#6
0
 public Past(Vector2 lastPos, IMarioState lastState, ISprite LastSprite, bool Big, bool Fire)
 {
     position  = lastPos;
     state     = lastState;
     sprite    = LastSprite;
     BigMario  = Big;
     FireMario = Fire;
 }
示例#7
0
        public bool IsCrouching()
        {
            IMarioState state = this.CurrentState;

            return((state is BigCrouchingLeftFacingMarioState) || (state is BigCrouchingRightFacingMarioState) ||
                   (state is SmallCrouchingLeftFacingMarioState) || (state is SmallCrouchingRightFacingMarioState) ||
                   (state is FireCrouchingLeftFacingMarioState) || (state is FireCrouchingRightFacingMarioState) ||
                   (state is MetalCrouchingLeftFacingMarioState) || (state is MetalCrouchingRightFacingMarioState));
        }
 public MarioInstance(Game1 game)
 {
     state = new SmallRightIdleState(this);
     myGame = game;
     physics = new MarioGamePhysics();
     factory = new FireBallSpawner(game);
     isPressingDown = false;
     isDead = false;
 }
示例#9
0
        public bool IsIdle()
        {
            IMarioState state = this.CurrentState;

            return((state is BigIdleLeftFacingMarioState) || (state is BigIdleRightFacingMarioState) ||
                   (state is SmallIdleLeftFacingMarioState) || (state is SmallIdleRightFacingMarioState) ||
                   (state is FireIdleLeftFacingMarioState) || (state is FireIdleRightFacingMarioState) ||
                   (state is MetalIdleLeftFacingMarioState) || (state is MetalIdleRightFacingMarioState));
        }
示例#10
0
        public bool IsJumping()
        {
            IMarioState state = this.CurrentState;

            return((state is BigJumpingLeftFacingMarioState) || (state is BigJumpingRightFacingMarioState) ||
                   (state is SmallJumpingLeftFacingMarioState) || (state is SmallJumpingRightFacingMarioState) ||
                   (state is FireJumpingLeftFacingMarioState) || (state is FireJumpingRightFacingMarioState) ||
                   (state is MetalJumpingLeftFacingMarioState) || (state is MetalJumpingRightFacingMarioState));
        }
示例#11
0
        public bool IsRunning()
        {
            IMarioState state = this.CurrentState;

            return((state is BigRunningLeftFacingMarioState) || (state is BigRunningRightFacingMarioState) ||
                   (state is SmallRunningLeftFacingMarioState) || (state is SmallRunningRightFacingMarioState) ||
                   (state is FireRunningLeftFacingMarioState) || (state is FireRunningRightFacingMarioState) ||
                   (state is MetalRunningLeftFacingMarioState) || (state is MetalRunningRightFacingMarioState));
        }
示例#12
0
        public bool IsFalling()
        {
            IMarioState state = this.CurrentState;

            return((state is BigFallingLeftFacingMarioState) || (state is BigFallingRightFacingMarioState) ||
                   (state is SmallFallingLeftFacingMarioState) || (state is SmallFallingRightFacingMarioState) ||
                   (state is FireFallingLeftFacingMarioState) || (state is FireFallingRightFacingMarioState) ||
                   (state is MetalFallingLeftFacingMarioState) || (state is MetalFallingRightFacingMarioState));
        }
示例#13
0
文件: Game1.cs 项目: ZMcGuckin/Mario
 public void DamageMario(IMario mario, IMarioState newState)
 {
     for (int i = 0; i < Marios.Count; i++)
     {
         if (mario == Marios[i])
         {
             Marios[i] = new TransitionMario(mario, mario.State, newState);
             new SoundEffects().PlayPowerDown();
         }
     }
 }
 public InvisiMario(Game1 game)
 {
     state = new InvisibleState(this);
     myGame = game;
     physics = new MarioGamePhysics();
     physics.Velocity = Vector2.Zero;
     physics.Acceleration = Vector2.Zero;
     factory = new FireBallSpawner(game);
     isPressingDown = false;
     isDead = false;
 }
示例#15
0
文件: Game1.cs 项目: ZMcGuckin/Mario
 public void UpgradeMario(IMario mario, IMarioState newState)
 {
     for (int i = 0; i < Marios.Count; i++)
     {
         if (mario == Marios[i])
         {
             if (newState.SequenceOrder > this.Marios[i].State.SequenceOrder)
             {
                 Marios[i] = new TransitionMario(mario, mario.State, newState);
                 new SoundEffects().PlayPowerup();
             }
         }
     }
 }
示例#16
0
        public Mario(Vector2 initLocation, SoundManager sm)
        {
            location            = initLocation;
            state               = new RightIdleSmallMarioState(this);
            marioSprite         = new RightIdleSmallMario();
            marioState          = MarioState.SMALL;
            powerupManager      = new MarioPowerupChangeManager();
            largeToFireManager  = new MarioLargeToFireAnimationManager();
            endLevelManager     = new MarioEndOfLevelAnimationManager();
            takingDamageManager = new MarioTakingDamageAnimationManager();
            velo     = 0;
            this.sm  = sm;
            numLives = 3;

            marioMovMnger = new MarioMovingManager(this);
        }
示例#17
0
 public void PegaEstrela()
 {
     Console.WriteLine(_estado.GetType() + " pegou estrela");
     _estado = _estado.PegaEstrela();
 }
示例#18
0
 public void PegaCogumelo()
 {
     Console.WriteLine(_estado.GetType() + " pegou cogumelo");
     _estado = _estado.PegaCogumelo();
 }
示例#19
0
 public void LevaDano()
 {
     Console.WriteLine(_estado.GetType() + " levou dano");
     _estado = _estado.LevaDano();
 }
示例#20
0
 public Mario()
 {
     _estado = new MarioGrande();
 }
示例#21
0
 public void PegarCogumelo()
 {
     estado = estado.PegarCogumelo();
 }
示例#22
0
 public void PegaPena()
 {
     Console.WriteLine(_estado.GetType() + " pegou pena");
     _estado = _estado.PegaPena();
 }
示例#23
0
 public void PegaCogumelo()
 {
     Console.WriteLine(_estado.GetType() + " pegou cogumelo");
     _estado = _estado.PegaCogumelo();
 }
示例#24
0
 public Mario()
 {
     estado = new MarioPequeno();
 }
示例#25
0
 public static RunningMario RunningMario(IMario mario, IMarioState state)
 {
     return(new RunningMario(mario, state.IsRightFacing(), state.PowerLevel()));
 }
示例#26
0
 public void LevarDano()
 {
     estado = estado.LevarDano();
 }
示例#27
0
 public void PegarPena()
 {
     estado = estado.PegarPena();
 }
示例#28
0
 public void PegarFlor()
 {
     estado = estado.PegarFlor();
 }
示例#29
0
 public void PegaFlor()
 {
     Console.WriteLine(_estado.GetType() + " pegou flor");
     _estado = _estado.PegaFlor();
 }
示例#30
0
 public void PegaEstrela()
 {
     Console.WriteLine(_estado.GetType() + " pegou estrela");
     _estado = _estado.PegaEstrela();
 }
示例#31
0
 public void PegaPena()
 {
     Console.WriteLine(_estado.GetType() + " pegou pena");
     _estado = _estado.PegaPena();
 }
示例#32
0
 public void TransitionState(IMarioState prevState, IMarioState newState)
 {
     Game1.GetInstance().gameState = new TransitionGameState(this, prevState, newState);
 }
示例#33
0
 public void PegaFlor()
 {
     Console.WriteLine(_estado.GetType() + " pegou flor");
     _estado = _estado.PegaFlor();
 }
示例#34
0
 public Mario()
 {
     MarioState = new MarioSmallIdelRightState(this);
 }
示例#35
0
 public void LevaDano()
 {
     Console.WriteLine(_estado.GetType() + " levou dano");
     _estado = _estado.LevaDano();
 }
 public SmallMarioSprite(Texture2D texture)
 {
     spriteSheet = texture;
     State       = new IdleSmallMarioRightState(this);
 }
示例#37
0
 public Mario()
 {
     _estado = new MarioGrande();
 }
示例#38
0
 public FireMarioSprite(Texture2D texture)
 {
     spriteSheet = texture;
     State       = new IdleFireMarioRightState(this);
 }
示例#39
0
 public TransitionMario(IMario mario, IMarioState oldState, IMarioState newState)
 {
     this.oldState = oldState;
     this.newState = newState;
     this.mario    = mario;
 }
示例#40
0
 public static CrouchingMario CrouchingMario(IMario mario, IMarioState state)
 {
     return(new CrouchingMario(mario, state.IsRightFacing(), state.PowerLevel()));
 }