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b2583677bf
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b574a5a702
@ -57,7 +57,7 @@ namespace SemiColinGames {
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fsm = new FSM(new Dictionary<string, IState> {
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fsm = new FSM(new Dictionary<string, IState> {
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{ "idle", new IdleState() },
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{ "idle", new IdleState() },
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{ "run", new RunState() }
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{ "run", new RunState() }
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}, "run");
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}, "idle");
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}
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}
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public int Facing = 1;
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public int Facing = 1;
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@ -28,7 +28,7 @@ namespace SemiColinGames {
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public static Terrain WaterL = new Terrain('~', false, Textures.Grassland, 9, 2);
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public static Terrain WaterL = new Terrain('~', false, Textures.Grassland, 9, 2);
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public static Terrain WaterR = new Terrain('`', false, Textures.Grassland, 10, 2);
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public static Terrain WaterR = new Terrain('`', false, Textures.Grassland, 10, 2);
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public static Terrain Block = new Terrain('X', true, Textures.Ruins, 2, 0);
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public static Terrain Block = new Terrain('X', true, Textures.Ruins, 2, 0);
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public static Terrain Spike = new Terrain('^', true, Textures.Grassland, 11, 8, true);
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public static Terrain Spike = new Terrain('^', true, Textures.Grassland, 11, 8);
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public static Terrain Wood = new Terrain('_', true, Textures.Grassland, 10, 3);
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public static Terrain Wood = new Terrain('_', true, Textures.Grassland, 10, 3);
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public static Terrain WoodL = new Terrain('(', true, Textures.Grassland, 9, 3);
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public static Terrain WoodL = new Terrain('(', true, Textures.Grassland, 9, 3);
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public static Terrain WoodR = new Terrain(')', true, Textures.Grassland, 12, 3);
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public static Terrain WoodR = new Terrain(')', true, Textures.Grassland, 12, 3);
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@ -54,16 +54,16 @@ namespace SemiColinGames {
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public TextureRef Texture { get; private set; }
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public TextureRef Texture { get; private set; }
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public Rectangle TextureSource { get; private set; }
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public Rectangle TextureSource { get; private set; }
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private Terrain(char symbol, bool isObstacle, TextureRef texture, int x, int y) :
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private Terrain(char symbol, bool isObstacle, TextureRef texture, int x, int y) {
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this(symbol, isObstacle, texture, x, y, false) {}
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private Terrain(char symbol, bool isObstacle, TextureRef texture, int x, int y, bool isHarmful) {
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if (mapping.ContainsKey(symbol)) {
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if (mapping.ContainsKey(symbol)) {
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throw new ArgumentException("already have a terrain with symbol " + symbol);
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throw new ArgumentException("already have a terrain with symbol " + symbol);
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}
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}
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mapping[symbol] = this;
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mapping[symbol] = this;
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IsObstacle = isObstacle;
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IsObstacle = isObstacle;
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IsHarmful = isHarmful;
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// TODO: don't hard-code just the one spike.
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if (symbol == '^') {
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IsHarmful = true;
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}
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Texture = texture;
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Texture = texture;
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int size = World.TileSize;
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int size = World.TileSize;
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TextureSource = new Rectangle(x * size, y * size, size, size);
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TextureSource = new Rectangle(x * size, y * size, size, size);
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