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; }
public TransitionGameState(Mario mario, IMarioState prevState, IMarioState newState) { game = Game1.GetInstance(); this.mario = mario; this.prevState = prevState; this.newState = newState; currentState = prevState; }
public MarioClass(Game1 game, SpriteBatch spriteBatch) { marioState = new SmallMarioState(game, spriteBatch); powerLevel = "Small"; isRightOrJumping = true; isAlive = true; }
public Mario(Vector2 position) { state = new RightIdleSmallMS(this); physState = new GroundState(this); this.position = position; jumpFX = SoundManager.jump.CreateInstance(); factory = new SpriteFactory(); }
public Past(Vector2 lastPos, IMarioState lastState, ISprite LastSprite, bool Big, bool Fire) { position = lastPos; state = lastState; sprite = LastSprite; BigMario = Big; FireMario = Fire; }
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; }
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)); }
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)); }
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)); }
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)); }
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; }
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(); } } } }
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); }
public void PegaEstrela() { Console.WriteLine(_estado.GetType() + " pegou estrela"); _estado = _estado.PegaEstrela(); }
public void PegaCogumelo() { Console.WriteLine(_estado.GetType() + " pegou cogumelo"); _estado = _estado.PegaCogumelo(); }
public void LevaDano() { Console.WriteLine(_estado.GetType() + " levou dano"); _estado = _estado.LevaDano(); }
public Mario() { _estado = new MarioGrande(); }
public void PegarCogumelo() { estado = estado.PegarCogumelo(); }
public void PegaPena() { Console.WriteLine(_estado.GetType() + " pegou pena"); _estado = _estado.PegaPena(); }
public Mario() { estado = new MarioPequeno(); }
public static RunningMario RunningMario(IMario mario, IMarioState state) { return(new RunningMario(mario, state.IsRightFacing(), state.PowerLevel())); }
public void LevarDano() { estado = estado.LevarDano(); }
public void PegarPena() { estado = estado.PegarPena(); }
public void PegarFlor() { estado = estado.PegarFlor(); }
public void PegaFlor() { Console.WriteLine(_estado.GetType() + " pegou flor"); _estado = _estado.PegaFlor(); }
public void TransitionState(IMarioState prevState, IMarioState newState) { Game1.GetInstance().gameState = new TransitionGameState(this, prevState, newState); }
public Mario() { MarioState = new MarioSmallIdelRightState(this); }
public SmallMarioSprite(Texture2D texture) { spriteSheet = texture; State = new IdleSmallMarioRightState(this); }
public FireMarioSprite(Texture2D texture) { spriteSheet = texture; State = new IdleFireMarioRightState(this); }
public TransitionMario(IMario mario, IMarioState oldState, IMarioState newState) { this.oldState = oldState; this.newState = newState; this.mario = mario; }
public static CrouchingMario CrouchingMario(IMario mario, IMarioState state) { return(new CrouchingMario(mario, state.IsRightFacing(), state.PowerLevel())); }