public AxeEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds) { Sounds = sounds; InitialPos = loc; Sprite = new Axe(loc); EntityCollision = new ItemCollision(this); }
protected override void CheckCollide(int offsetHeight1, int offsetHeight2) { base.CheckCollide(offsetHeight1, offsetHeight2); foreach (var item in level.CurrCollectable) { if (ItemCollision.IsTouchingItem(player.Rectangle, item.Rectangle) && !item.IsCollected) { item.IsCollected = true; ICollectMusic temp = effects as ICollectMusic; switch (item.ItemType) { case CollectableTypes.BigHeart: case CollectableTypes.SmallHeart: temp.PlayHeartCollect(); player.Hearts += item.Value; break; case CollectableTypes.BigDiamond: case CollectableTypes.SmallDiamond: temp.PlayDiamondCollect(); player.Points += item.Value; //Score verhogen. break; default: break; } } } }
public RedMushroomEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds) { Sounds = sounds; Sound = EventSoundEffects.EventSounds.CollectPowerUp; InitialPos = loc; Sprite = new RedMushroom(loc); EntityCollision = new ItemCollision(this); State = new StandardItemState(this); State.NextState = new MovingItemState(this); }
public CoinEntity(Vector2 loc, EventSoundEffects sounds) : base(loc, sounds) { Sounds = sounds; Sound = EventSoundEffects.EventSounds.CollectCoin; InitialPos = loc; Sprite = new Coin(loc); EntityCollision = new ItemCollision(this); State = new StandardItemState(this); State.NextState = new StandardItemState(this); }