public SpriteRender(DrawableActor actor, SpriteInfo texturePart) : base(actor) { sceneActor = actor; sprite = new Sprite(texturePart.Texture, texturePart.Rect); sprite.Origin = texturePart.Origin; Scale = sceneActor.Transform.Scale; SetActive(true); }
public Gun(MainAsteroidsScene scene, DrawableActor actor, float fwdSpawnBulletScale, PhysicCore physic, int bulletCollideLayer) : base(actor) { drawableActor = actor; this.physic = physic; this.fwdBulletSpawnScale = fwdSpawnBulletScale; BulletLifeTime = 1.5f; FireRate = 0.1f; bulletsPull = new Bullet[(int)(BulletLifeTime / FireRate)]; for (int i = 0; i < bulletsPull.Length; i++) { bulletsPull[i] = new Bullet(scene, bulletCollideLayer); bulletsPull[i].LiveTime = BulletLifeTime; bulletsPull[i].SetActive(false); } }
public PolygonRender(DrawableActor actor, Polygon polygon) : base(actor) { this.polygon = new Polygon(polygon); convexShape = new ConvexShape(); var verts = this.polygon.GetVertices(); convexShape.SetPointCount((uint)verts.Length); for (int i = 0; i < verts.Length; i++) { convexShape.SetPoint((uint)i, verts[i].ToVector2f()); } convexShape.Origin = this.polygon.Center.ToVector2f(); convexShape.OutlineThickness = 2; convexShape.OutlineColor = Color.White; convexShape.FillColor = Color.Transparent; drawableActor = actor; SetActive(true); }