public void GotMushroom() { WriteLine("Got Mushroom!"); if (State == internalState.SmallMario) { State = internalState.SuperMario; } GotCoins(100); }
public void MetMonster() { WriteLine("Met Monster!"); if (State == internalState.SmallMario) { LostLife(); } else { State = internalState.SmallMario; } }
//Her bliver en start tilstand angivet, //samt hvad tilstanden skal ændres til //ved et speciffikt input public MovementStates() { State = internalState.left; stateTable[0, 0] = internalState.left; stateTable[0, 1] = internalState.right; stateTable[0, 2] = internalState.upwards; stateTable[1, 0] = internalState.downwards; stateTable[1, 1] = internalState.upwards; stateTable[1, 2] = internalState.left; stateTable[2, 0] = internalState.upwards; stateTable[2, 1] = internalState.downwards; stateTable[2, 2] = internalState.right; stateTable[3, 0] = internalState.right; stateTable[3, 1] = internalState.left; stateTable[3, 2] = internalState.downwards; }
//Tilstanden ændres ved at ændre tilstandstabellens værdier //til den nuværende tilstand samt det input som bliver givet. public internalState changeState(internalInput input) { State = stateTable[(int)State, (int)input]; return(State); }
public void GotFeather() { WriteLine("Got Feather!"); State = internalState.CapeMario; GotCoins(300); }
public void GotFireFlower() { WriteLine("Got FireFlower!"); State = internalState.FireMario; GotCoins(200); }
public Mario() { LifeCount = 1; CoinCount = 0; State = internalState.SmallMario; }