示例#1
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        public BlockObject build(Vector2 position, string state)
        {
            BlockObject block;

            block = new BlockObject(position, _content, audio, state);
            return(block);
        }
示例#2
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 public UsedBumpedState(BlockObject block)
     : base(block)
 {
 }
示例#3
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 public UseCommand(BlockObject recieve)
 {
     this.recievier = recieve;
 }
示例#4
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        private List <AbsObject> Parse(string[] input)
        {
            //let this be a list for the floor
            List <AbsObject> sprites = new List <AbsObject>();

            switch (input[0].ToLower())
            {
            case "item":
                sprites.Add(new ItemObject(new Vector2(float.Parse(input[1]), float.Parse(input[2])), content, audio, input[3]));
                break;

            case "enemy":
                sprites.Add(new EnemyObject(new Vector2(float.Parse(input[1]), float.Parse(input[2])), content, audio, input[3]));
                break;

            case "block":
                //sprites.Add(new BlockObject(new Vector2(float.Parse(input[1]), float.Parse(input[2])), content, input[3]));
                ItemObject         item = null;
                Queue <ItemObject> temp = new Queue <ItemObject>();
                int coinCount           = 0;
                if (input[4] != "null")
                {
                    if (input[4] == "coin")
                    {
                        while (coinCount < Convert.ToInt32(input[5]))
                        {
                            item           = new ItemObject(new Vector2(float.Parse(input[1]), float.Parse(input[2])), content, audio, input[4]);
                            item.inBlock   = true;
                            item.Hitbox    = new BoundingBox(new Vector3(0), new Vector3(0));
                            item.isVisible = false;
                            sprites.Add(item);
                            temp.Enqueue(item);
                            coinCount++;
                        }
                    }
                    else
                    {
                        item           = new ItemObject(new Vector2(float.Parse(input[1]), float.Parse(input[2])), content, audio, input[4]);
                        item.inBlock   = true;
                        item.Hitbox    = new BoundingBox(new Vector3(0), new Vector3(0));
                        item.isVisible = false;
                        sprites.Add(item);
                        temp.Enqueue(item);
                    }
                }
                BlockObject block = new BlockObject(new Vector2(float.Parse(input[1]), float.Parse(input[2])), content, audio, input[3]);
                if (input[4] != "null")
                {
                    block.hasItems = true;
                }
                block.items = temp;
                sprites.Add(block);


                break;

            // not implemnted for this sprint -SR
            //case "projectile":
            //sprites.Add(_projectileFactory.build(new Vector2(float.Parse(input[1]), float.Parse(input[2])), input[3]));
            //break;
            case "mario":
                mario = new MarioObject(new Vector2(float.Parse(input[1]), float.Parse(input[2])), content, audio);
                //this would allow for initial velocity to be changed, but the state is still in right facing idle
                //could have to have the state in the level def. as well
                //mario._velocity = new Vector2(float.Parse(input[3]), float.Parse(input[4]));
                sprites.Add(mario);
                //sprites.Add(new MarioObject(new Vector2(float.Parse(input[1]), float.Parse(input[2])), content));
                break;

            case "floor":
                //there are a few other ways to go about this.  I chose this one
                for (int q = 0; q < (Int32.Parse(input[2]) - Int32.Parse(input[1])) / 16; q++)
                {
                    //2 rows of blocks
                    sprites.Add(new BlockObject(new Vector2((q * 16 + Int32.Parse(input[1])), 464.0f), content, audio, input[0].ToLower()));
                    sprites.Add(new BlockObject(new Vector2((q * 16 + Int32.Parse(input[1])), 448.0f), content, audio, input[0].ToLower()));
                }
                break;

            case "stairs_up":
                int i     = 0;
                int first = Int32.Parse(input[1]);
                // each run of this loop builds one column of the stairs, height input must be at least 1 or nothing will draw
                for (i = 0; i < (Int32.Parse(input[2])); i++)
                {
                    //base of column (when i=0 inner loop body wont run) assuming 480 to the bottom of the screen + 2 rows of floor blocksa
                    sprites.Add(new BlockObject(new Vector2((first + (16 * i)), 432.0f), content, audio, "stair"));
                    //now build the height of the column
                    for (int j = 0; j < i; j++)
                    {
                        //same assumptions about floor as above
                        sprites.Add(new BlockObject(new Vector2((first + (16 * i)), (416.0f - (16 * j))), content, audio, "stair"));
                    }
                }
                //this loop repeats the last column (this is why i is declared outside of the for loop, should contain the value of i
                //that 'broke' the outer while loop)
                for (int r = 0; r < (Int32.Parse(input[3])); r++)
                {
                    sprites.Add(new BlockObject(new Vector2((first + (16 * i) + (16 * r)), 432.0f), content, audio, "stair"));
                    //i is 1 larger than it needs to be
                    for (int j = 0; j < (i - 1); j++)
                    {
                        sprites.Add(new BlockObject(new Vector2((first + (16 * i) + (16 * r)), (416.0f - (16 * j))), content, audio, "stair"));
                    }
                }
                break;

            case "stairs_down":
                int fir     = Int32.Parse(input[1]);
                int height  = Int32.Parse(input[2]);
                int repeats = 0;
                // repeat first
                for (repeats = 0; repeats < (Int32.Parse(input[3])); repeats++)
                {
                    sprites.Add(new BlockObject(new Vector2((fir + (16 * repeats)), 432.0f), content, audio, "stair"));
                    for (int j = 0; j < (height - 1); j++)
                    {
                        sprites.Add(new BlockObject(new Vector2((fir + (16 * repeats)), (416.0f - (16 * j))), content, audio, "stair"));
                    }
                }

                for (int k = 0; k < height; k++)
                {
                    //base
                    sprites.Add(new BlockObject(new Vector2((fir + (16 * k) + (16 * repeats)), 432.0f), content, audio, "stair"));
                    for (int j = 0; j < (height - 1 - k); j++)
                    {
                        sprites.Add(new BlockObject(new Vector2((fir + (16 * k) + (16 * repeats)), (416.0f - (16 * j))), content, audio, "stair"));
                    }
                }

                break;

            case "pipe":
                MiscObject pipeHead = new MiscObject(new Vector2(Int32.Parse(input[1]), Int32.Parse(input[2])), content, "pipe_head");
                if (input[4] != "null")
                {
                    if (input[4] == "warp")
                    {
                        pipeHead.WarpDestination = new Vector2(Int32.Parse(input[5]), Int32.Parse(input[6]));
                        MiscObject destPipeHead = new MiscObject(pipeHead.WarpDestination.Value, content, "pipe_head");
                        destPipeHead.WarpDestination = new Vector2(Int32.Parse(input[1]), Int32.Parse(input[2]));
                        int destPipeSections = Int32.Parse(input[7]);
                        sprites.Add(destPipeHead);
                        for (int j = 1; j <= destPipeSections; j++)
                        {
                            sprites.Add(new MiscObject(new Vector2(Int32.Parse(input[5]), Int32.Parse(input[6]) + 16 * j), content, "pipe_section"));
                        }
                    }
                    else
                    {
                        pipeHead.Mario = mario;
                        EnemyObject pirhana = new EnemyObject(new Vector2(Int32.Parse(input[1]) + 8, Int32.Parse(input[2])), content, audio, "pirhana");
                        pirhana.Pipe = pipeHead;
                        sprites.Add(pirhana);
                    }
                }
                int pipeSections = Int32.Parse(input[3]);
                for (int j = 1; j <= pipeSections; j++)
                {
                    sprites.Add(new MiscObject(new Vector2(Int32.Parse(input[1]), Int32.Parse(input[2]) + 16 * j), content, "pipe_section"));
                }
                sprites.Add(pipeHead);
                break;

            case "misc":
                sprites.Add(new MiscObject(new Vector2(Int32.Parse(input[1]), Int32.Parse(input[2])), content, input[3]));
                break;

            default:
                Console.WriteLine($"No match for {input[0].ToLower()}");
                break;
            }


            return(sprites);
        }
示例#5
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 public BrickBumpedState(BlockObject block)
 {
     block.Velocity = new Microsoft.Xna.Framework.Vector2(0, -3);
 }
示例#6
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 public BrickBrokenState(BlockObject block)
     : base(block)
 {
 }
示例#7
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 public HiddenState(BlockObject block)
     : base(block)
 {
 }
示例#8
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 public FloorState(BlockObject block)
     : base(block)
 {
 }
示例#9
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 public BrickState(BlockObject block)
     : base(block)
 {
     block.Velocity = new Vector2(0);
 }
示例#10
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 public StairState(BlockObject block)
     : base(block)
 {
 }
示例#11
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 public QuestionState(BlockObject block)
     : base(block)
 {
 }
示例#12
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 public BrickDownState(BlockObject block)
 {
     block.Velocity = new Microsoft.Xna.Framework.Vector2(0, 0);
 }
示例#13
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 public AbsBlockState(BlockObject block)
 {
     this.block   = block;
     factory      = new BlockSpriteFactory(block.content);
     block.Sprite = factory.build(block.Position, this);
 }