Texture2D GetSunTexture(SunTypes sunType) { if (_textureManager == null) { return(null); } switch (sunType) // Pick which type of sun it is to draw the right texture { case SunTypes.Yellow: return(_textureManager.YellowSun); case SunTypes.Blue: return(_textureManager.BlueSun); case SunTypes.Orange: return(_textureManager.BlueSun); case SunTypes.Red: return(_textureManager.BlueSun); case SunTypes.White: return(_textureManager.BlueSun); case SunTypes.BlackHole: return(_textureManager.BlueSun); default: return(_textureManager.YellowSun); } }
/// <summary> /// Creates a sun inside of a system. Scale is in sim units /// </summary> public Star(float size, float mass, float innerGravityStrength, float outerGravityStrength, SunTypes type) { Radius = size; Density = mass; InnerGravityStrength = innerGravityStrength; OuterGravityStrength = outerGravityStrength; Type = type; }
public Sun(World world, Texture2D texture, float radius, float density, float innerGravityStrength, float outerGravityStrength, SunTypes type) { Debugging.AddStack.Push(this.ToString()); Body = BodyFactory.CreateCircle(world, radius, density); Body.UserData = new CollisionDataObject(this, BodyTypes.Sun); Body.BodyType = BodyType.Static; Body.Position = Vector2.Zero; Body.Restitution = 0.8f; Body.Friction = 0; Body.IsStatic = true; Radius = radius; Density = density; Type = type; InnerGravityStrength = innerGravityStrength; OuterGravityStrength = outerGravityStrength; Texture = texture; }
public Sun InitializeSun(float radius, float density, float innerGravityStrength, float outerGravityStrength, SunTypes type) { return(_spaceObjectManager.InitializeSun(radius, density, innerGravityStrength, outerGravityStrength, type)); }
public Sun InitializeSun(float radius, float density, float innerGravityStrength, float outerGravityStrength, SunTypes type) { Texture2D texture; Sun = new Sun(_physicsManager.World, GetSunTexture(type), radius, density, innerGravityStrength, outerGravityStrength, type); return(Sun); }