public void setUp( Vector2 position, int width, int height, ILogic brain = null, BodyBase body = null, IRenderable renderer = null, IMovable mover = null ) { // Start setUp. if (!_setUp) { // Start not setup if. _position = position; _width = width; _height = height; _setUp = true; if (brain != null) _brain = brain; if (body != null) _body = body; if (renderer != null) _renderer = renderer; if ( mover != null) _mover = mover; } // End not setup if. }
public static BaseGameObject makeCollisionBox( string name, Vector2 position, int width, int height ) { // Start makeCollisionBox. // Making temp variables to hold cached data: int tempOwnerID; // Creating the base object: BaseGameObject tempCollisionObject = new BaseGameObject(); // Caching the owner ID: tempOwnerID = tempCollisionObject.ID; // Creating the Body: BodyBase bodyComponent = new BodyBase( tempOwnerID, width, height ); // Setting up the base object with the components: tempCollisionObject.setUp(position, width, height, null, bodyComponent, null, null); return tempCollisionObject; }
public static BaseGameObject makeDynamicAnimation( string animationType, string name, int ownerID, Vector2 position, int playMax = 1, bool continuous = true, bool reverse = false, bool isRunning = true, bool glow = false, float layer = 1.0f, Nullable<Color> tint = null, float rotation = 0.0f, Nullable<Vector2> origin = null, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None) { // Start makeStaticAnimation. // Making temp variables to hold cached data: int tempOwnerID; int tempWidth; int tempHeight; // Grabbing the animation definition from the list: AnimationDefenition tempAnimationDefenition = GameData.getInstance().AnimationDefinitionList.getObject( animationType ); // caching the width and height: tempWidth = tempAnimationDefenition.Width; tempHeight = tempAnimationDefenition.Height; // Creating the base object: BaseGameObject tempAnimationObject = new BaseGameObject(); // Caching the owner ID: tempOwnerID = tempAnimationObject.ID; // Creating the renderer: AnimationComponent tempAnimationComponent = new AnimationComponent( tempAnimationObject.ID, tempAnimationDefenition.StartX, tempAnimationDefenition.StartY, tempAnimationDefenition.PlayLength, playMax, tempAnimationDefenition.NumberOfFrames, reverse, name, position, tempWidth, tempHeight, GameData.getInstance().ArtManager.getObject(tempAnimationDefenition.TextureName), isRunning, continuous, glow, tint, rotation, origin, scale, spriteEffect, layer ); // Creating the Body: BodyBase bodyComponent = new BodyBase( tempOwnerID, tempWidth, tempHeight ); // Setting up the base object with the components: tempAnimationObject.setUp( position, tempWidth, tempHeight, null, bodyComponent, tempAnimationComponent, null ); return tempAnimationObject; }