public override void Enter(StatePowerup previousState) { base.Enter(previousState); this.StateMachine.Mario.SetSheetState(SpriteStates.Sheets.SUPER); SoundFactory.PlaySoundEffect(SoundFactory.PowerUp()); }
public virtual void Enter(StatePowerup previousState) { if (previousState != null) { previousState.Exit(); } this.StateMachine.CurrentState = this; this.StateMachine.CurrentState.PreviousState = previousState; }
public StateMachineMarioPowerup(SpriteMario mario) { this.Mario = mario; this.Normal = new StatePowerupNormal(this); this.Super = new StatePowerupSuper(this); this.Fire = new StatePowerupFire(this); this.Star = new StatePowerupStar(this); this.CurrentState = this.Normal; this.CurrentState.Enter(null); }
public override void Enter(StatePowerup previousState) { base.Enter(previousState); this.remaining = 10; if (previousState is StatePowerupNormal) { this.StateMachine.Mario.SetSheetState(SpriteStates.Sheets.STAR_NORMAL); } else { this.StateMachine.Mario.SetSheetState(SpriteStates.Sheets.STAR_SUPER); } MediaPlayer.Play(this.StateMachine.Mario.game.invincibleSong); }
public override void Enter(StatePowerup previousState) { base.Enter(previousState); this.StateMachine.Mario.SetSheetState(SpriteStates.Sheets.NORMAL); }