Exemple #1
0
 public SpriteObject(OBJTYPES type, Texture2D texture, Vector2 position, Vector2 velocity)
 {
     IsActive      = true;
     _type         = type;
     _tTexture     = texture;
     _startPos     = _vPosition = position;
     _oldPos       = _startPos;
     _vVelocity    = velocity;
     _rBoundingBox = new Rectangle(0, 0, _tTexture.Width, _tTexture.Height);
 }
Exemple #2
0
        public void AddObjectByType(OBJTYPES nType, Vector2 startPos)
        {
            switch (nType)
            {
            case OBJTYPES.PADDLE:
            {
                Paddle player1 = new Paddle(_paddleTexture, startPos);
                _spriteObjects.Add(player1);
                break;
            }

            case OBJTYPES.BRICK:
            {
                Brick brick = new Brick(_brickTexture, startPos);
                _spriteObjects.Add(brick);
                break;
            }

            case OBJTYPES.BALL:
            {
                Ball ball = new Ball(_ballTexture, startPos);
                _spriteObjects.Add(ball);
                break;
            }

            case OBJTYPES.POWERUP:
            {
                // TODO check to see if we have any inactive before creating
                PowerUp pUp = new PowerUp(_powerUpTexture, startPos);
                _spriteObjects.Add(pUp);
                break;
            }

            case OBJTYPES.ADDBRICK:
            {
                var      bricks = GetBricks();
                Brick    brick  = bricks.Find(a => a.GetPosition() == startPos);
                AddBrick ab     = new AddBrick(_akuTexture, brick);
                _spriteObjects.Add(ab);
                break;
            }

            case OBJTYPES.SUBBRICK:
            {
                break;
            }
            }
        }