Exemple #1
0
 public void AddDynamicObject(IDynamicObject dynamicObject)
 {
     dynamicObject.ParentSimulation = this;
     if (dynamicObject.Name == string.Empty)
     {
         _name = dynamicObject.GetType().ToString() + DynamicObjects.Count.ToString() ?? "0";
     }
     DynamicObjects.Add(dynamicObject);
 }
Exemple #2
0
 private void MoveToCollidable(IObject gameObject)
 {
     NonCollidableObjects.Remove(gameObject);
     if (gameObject is IDynamic)
     {
         DynamicObjects.Add((IDynamic)gameObject);
     }
     if (gameObject is IStatic)
     {
         StaticObjects.Add((IStatic)gameObject);
     }
 }
Exemple #3
0
        public void CreateObject(Type type, Vector2 position)
        {
            IObject obj = (IObject)Activator.CreateInstance(type, position);

            if (obj is IStatic)
            {
                StaticObjects.Add((IStatic)obj);
            }
            if (obj is IDynamic)
            {
                DynamicObjects.Add((IDynamic)obj);
            }
        }
        private void BuildLevel(List <string[]> levelData)
        {
            // iterate through lines
            for (int i = 0; i < levelData.Count(); i++)
            {
                switch (levelData[i][0])
                {
                case "00":
                    // mario
                    Mario.Instance.PlayableObjectState = new SmallRightIdleMario(Mario.Instance);
                    Mario.Instance.Position            = new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize);
                    break;

                case "01":
                    // floor tiles
                    StaticObjects.Add(new FloorTile(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize), new Vector2(StringToInt(i, 3), StringToInt(i, 4)), levelData[i][5]));
                    break;

                case "02":
                    // blocks
                    Blocks.Add(new Block(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize), levelData[i][3], levelData[i][4]));
                    break;

                case "03":
                    // floating coins
                    Coins.Add(new Item(new Vector2((StringToInt(i, 1) * levelCellSize) + (levelCellSize / 4), StringToInt(i, 2) * levelCellSize), "FloatingCoin"));
                    break;

                case "04":
                    // pipes
                    Pipes.Add(new Pipe(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize), StringToInt(i, 3), Convert.ToBoolean(levelData[i][4]), levelData[i][5]));
                    break;

                case "05":
                    // enemies
                    Enemies.Add(new Enemy(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize - 10), levelData[i][3]));
                    break;

                case "06":
                    // hills
                    BackgroundItems.Add(new Hill(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize), StringToInt(i, 3)));
                    break;

                case "07":
                    // bushes
                    BackgroundItems.Add(new Bush(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize), StringToInt(i, 3)));
                    break;

                case "08":
                    // clouds
                    BackgroundItems.Add(new Cloud(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize), StringToInt(i, 3)));
                    break;

                case "09":
                    // castle
                    Castle = new Castle(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize));
                    break;

                case "10":
                    // flag pole
                    Flagpoles.Add(new Flagpole(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize), levelCellSize));
                    break;

                case "11":
                    // check point
                    Checkpoints.Add(new CheckPoint(new Vector2(StringToInt(i, 1) * levelCellSize, StringToInt(i, 2) * levelCellSize)));
                    break;

                case "12":
                    // coin room
                    CoinRoomPosition = new Vector2(StringToInt(i, 1) * levelCellSize + (levelCellSize / 8), StringToInt(i, 2) * levelCellSize);
                    break;
                }
            }

            DynamicObjects.Add(Mario.Instance);

            foreach (Block block in Blocks)
            {
                DynamicObjects.Add(block);
                DynamicObjects.Add(block.Item); // Add items in each block too.
            }

            foreach (Item coin in Coins)
            {
                DynamicObjects.Add(coin);
            }

            foreach (Enemy enemy in Enemies)
            {
                // Added such that the Koopa spawns in a correct position before any updates are made, otherwise he spawns in the floor to start.
                if (enemy.EnemyState.ToString() == "SuperMario.EnemyStates.LeftWalkingKoopa" || enemy.EnemyState.ToString() == "SuperMario.EnemyStates.RightWalkingKoopa")
                {
                    enemy.Position = new Vector2(enemy.Position.X, enemy.Position.Y - GameValues.KoopaPositionOffset);
                }
                DynamicObjects.Add(enemy);
            }

            foreach (Pipe pipe in Pipes)
            {
                StaticObjects.Add(pipe);
            }

            foreach (Flagpole flagpole in Flagpoles)
            {
                StaticObjects.Add(flagpole);
            }

            if (Flagpoles.Count > 0)
            {
                Flag.Position = new Vector2(Flagpoles[0].CollisionRectangle.X - GameValues.FlagPositionOffsetVector.X, Flagpoles[0].CollisionRectangle.Y + GameValues.FlagPositionOffsetVector.Y);
            }
        }
Exemple #5
0
        // Create platforms & environment
        private void CreateEnvironment(GraphicsDevice g)
        {
            #region Create Player & Target
            // First objects to create are the player and the target
            Player          = new Character(true);
            Player.Position = new Vector2(_nearEdge + 32, _bottomEdge - 128);
            Player.IsPlayer = true;
            RigidBody playerBody = Player.RigidBody;
            playerBody.Position         = Player.Position;
            playerBody.Width            = 32;
            playerBody.Height           = 32;
            playerBody.CollidableObject = new BoxCollider();
            Player.TexturePos           = new Vector2(Player.Position.X - playerBody.Width / 2, Player.Position.Y - playerBody.Height / 2);
            DynamicObjects.Add(Player);
            AllPhysObjects.Add(Player);

            Target            = new PhysObject();
            Target.Position   = new Vector2(_farEdge / 2, _bottomEdge - 256);
            Target.IsTarget   = true;
            Target.Elasticity = 1;
            RigidBody targetBody = Target.RigidBody;
            targetBody.Mass                      = 100.0f;
            targetBody.Position                  = Target.Position;
            targetBody.Width                     = 32;
            targetBody.Height                    = 32;
            targetBody.CollidableObject          = new BoxCollider();
            targetBody.CollidableObject.IsCircle = true;
            targetBody.AffectedByPhysics         = false;
            targetBody.IgnoreGravity             = true;

            float targetYVelocity = ((float)World.RandomGen.Next(3, 7) / 10.0f);
            if (World.RandomGen.Next(0, 1) == 0)
            {
                targetYVelocity *= -1;
            }
            float targetXVelocity = ((float)World.RandomGen.Next(3, 7) / 10.0f);
            if (World.RandomGen.Next(0, 1) == 0)
            {
                targetXVelocity *= -1;
            }
            targetBody.LinearVelocity = new Vector2(targetXVelocity * _portalSpeed, targetYVelocity * _portalSpeed);

            Target.TexturePos = new Vector2(targetBody.Position.X - targetBody.Width / 2, targetBody.Position.X - targetBody.Height / 2);
            DynamicObjects.Add(Target);
            AllPhysObjects.Add(Target);
            #endregion

            #region Edges
            // EDGES - Create the far left walls
            PhysObject block = new PhysObject();
            block.Position = new Vector2(_nearEdge - 480, _bottomEdge / 2);
            RigidBody body = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = _farEdge / 2;
            body.Height           = _bottomEdge;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // EDGES - Create the far right wall
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge + 480, _bottomEdge / 2);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = _farEdge / 2;
            body.Height           = _bottomEdge;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // EDGES - Create the main floor
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2, _bottomEdge + 480);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 4096;
            body.Height           = 1024;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // EDGES - Create the roof
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2, _topEdge - 480);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 4096;
            body.Height           = 1024;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 0
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_nearEdge + 320, _bottomEdge - 32);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 640;
            body.Height           = 64;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);


            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge - 320, _bottomEdge - 32);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 640;
            body.Height           = 64;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 1
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_nearEdge + 256, _bottomEdge - 240);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Moving Platform
            block = new MovingPlatform(new Vector2(_nearEdge + 256, _bottomEdge - 144),
                                       new Vector2(_nearEdge + 192, _bottomEdge - 144),
                                       new Vector2(_nearEdge + (_farEdge / 2) - 160, _bottomEdge - 144),
                                       new Vector2(100, 0));
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Moving Platform
            block = new MovingPlatform(new Vector2(_farEdge - 256, _bottomEdge - 144),
                                       new Vector2((_farEdge / 2) + 160, _bottomEdge - 144),
                                       new Vector2(_farEdge - 192, _bottomEdge - 144),
                                       new Vector2(-100, 0));
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge - 256, _bottomEdge - 240);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 2
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 - 448, _bottomEdge - 400);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 128;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 + 448, _bottomEdge - 400);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 128;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 3
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2, _bottomEdge - 496);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 512;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            /*
             * // Pendulum (spins, collisions partially broken though, uncomment if you want to see (spawns to the right of the player start))
             * block = new Pendulum(new Vector2(_farEdge / 2, _bottomEdge - 496), new Vector2(0, 128));
             * DynamicObjects.Add(block);
             * AllPhysObjects.Add(block);
             */

            #endregion

            #region Platforms - Tier 4
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_nearEdge + 256, _bottomEdge - 592);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 512;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge - 256, _bottomEdge - 592);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 512;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 5
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_nearEdge + 128, _bottomEdge - 784);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 - 208, _bottomEdge - 784);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 352;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Thicker block
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 + 80, _bottomEdge - 704);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 96;
            body.Height           = 128;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Thicker block
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 - 80, _bottomEdge - 704);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 96;
            body.Height           = 128;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 + 208, _bottomEdge - 784);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 352;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge - 128, _bottomEdge - 784);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 6
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_nearEdge + 432, _bottomEdge - 1008);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 288;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Thicker block
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 - 80, _bottomEdge - 1040);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 96;
            body.Height           = 160;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Thicker block
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 + 80, _bottomEdge - 1040);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 96;
            body.Height           = 160;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge - 432, _bottomEdge - 1008);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 288;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 7
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_nearEdge + 560, _bottomEdge - 1072);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 32;
            body.Height           = 96;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge - 560, _bottomEdge - 1072);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 32;
            body.Height           = 96;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 8
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 - 256, _bottomEdge - 1136);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 448;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 + 256, _bottomEdge - 1136);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 448;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 9
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_nearEdge + 128, _bottomEdge - 1424);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 - 288, _bottomEdge - 1424);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2 + 288, _bottomEdge - 1424);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge - 128, _bottomEdge - 1424);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 10
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2, _bottomEdge - 1680);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 640;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 11
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2, _bottomEdge - 1760);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 128;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 12
            // Moving Platform
            block = new MovingPlatform(new Vector2(_nearEdge + 256, _bottomEdge - 2000),
                                       new Vector2(_nearEdge + 160, _bottomEdge - 2000),
                                       new Vector2(_nearEdge + (_farEdge / 2) - 160, _bottomEdge - 2000),
                                       new Vector2(100, 0));
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);

            // Moving Platform
            block = new MovingPlatform(new Vector2(_farEdge - 256, _bottomEdge - 2000),
                                       new Vector2((_farEdge / 2) + 160, _bottomEdge - 2000),
                                       new Vector2(_farEdge - 160, _bottomEdge - 2000),
                                       new Vector2(-100, 0));
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 256;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion

            #region Platforms - Tier 13
            // Platform
            block                 = new PhysObject();
            block.Position        = new Vector2(_farEdge / 2, _bottomEdge - 2288);
            body                  = block.RigidBody;
            body.Mass             = _maximumMass;
            body.IgnoreGravity    = true;
            body.IsDynamic        = false;
            body.Position         = block.Position;
            body.Width            = 512;
            body.Height           = 32;
            body.CollidableObject = new BoxCollider();
            StaticObjects.Add(block);
            AllPhysObjects.Add(block);
            #endregion
        }
Exemple #6
0
 public void SetMario(IMario mario)
 {
     Mario = mario;
     DynamicObjects.Add(mario);
 }
Exemple #7
0
 public void AddObject(IDynamic gameObject)
 {
     DynamicObjects.Add(gameObject);
 }