public HiddenBlock(Game1 game, IItem item) { this.game = game; this.item = item; Collision = new BlockCollision(); sprite = BlockSpriteFactory.Instance.CreateQuestionBlockSprite(); }
public MultiCoinBlock(Game1 game, IItem item) { this.game = game; this.item = item; Collision = new BlockCollision(); sprite = BlockSpriteFactory.Instance.CreateBrickSprite(); }
public FireBlock(Game1 game, int x, int y) { this.game = game; Collision = new BlockCollision(); sprite = BlockSpriteFactory.Instance.CreateQuestionBlockHitSprite(); Position = new Vector2(x, y); for (int i = 0; i < fireballs.Length; ++i) { fireballs[i] = new Fireball(game, new Vector2(Position.X + 0.25f - (float)i / 4, Position.Y + 0.25f), 0) { DisableGravity = true }; game.WorldLoader.Fireballs.Add(fireballs[i]); } }
public GroundBrick() { Collision = new BlockCollision(); sprite = BlockSpriteFactory.Instance.CreateGroundBrickOverWorldSprite(); }
public UGBrick(Game1 game) { this.game = game; sprite = BlockSpriteFactory.Instance.CreateUGBrickSprite(); Collision = new BlockCollision(); }
public Bridge() { this.sprite = WorldElementSpriteFactory.Instance.CreateBridgeSprite(); Collision = new BlockCollision(); }
public GrayBrick() { Collision = new BlockCollision(); sprite = BlockSpriteFactory.Instance.CreateGrayBrickSprite(); }
public Princess() { Bounds = new Rectangle(0, 0, 1, 1); Collision = new BlockCollision(); sprite = ItemSpriteFactory.Instance.CreatePrincessSprite(); }
public UGGroundBrick() { Collision = new BlockCollision(); sprite = BlockSpriteFactory.Instance.CreateUGGroundBrickSprite(); }
public BrickIndestructable() { Collision = new BlockCollision(); sprite = BlockSpriteFactory.Instance.CreateBrickIndestructableSprite(); }
public Steps() { this.sprite = BlockSpriteFactory.Instance.CreateStepSprite(); Collision = new BlockCollision(); }
public InvisibleBlock() { Collision = new BlockCollision(); }