private void Initialize(TexturedGameEntity texturedGameEntity) { MainTexture = texturedGameEntity; Position = texturedGameEntity.Position; }
/// <summary> /// Initializes a new Textured (drawable) Physics Entity from the given body /// </summary> /// <param name="game"></param> /// <param name="world"></param> /// <param name="texturedGameEntity"></param> /// <param name="body"></param> /// <param name="origin">The local origin of the shape in display units (pixels)</param> public TexturedPhysicsEntity(Game game, World world, Category collisionCategory, TexturedGameEntity texturedGameEntity, Body body, Vector2 origin) : base(game, world, collisionCategory, body, origin) { Initialize(texturedGameEntity); }
/// <summary> /// Initializes a new Textured (drawable) Physics Entity from the given collection of vertices /// </summary> /// <param name="game"></param> /// <param name="world"></param> /// <param name="texturedGameEntity"></param> /// <param name="vertices">The collection of vertices representing the shape in display units (pixels)</param> /// <param name="bodyType"></param> /// <param name="density"></param> public TexturedPhysicsEntity(Game game, World world, Category collisionCategory, TexturedGameEntity texturedGameEntity, Vertices vertices, BodyType bodyType, float density) : base(game, world, collisionCategory, vertices, bodyType, density) { Initialize(texturedGameEntity); }
/// <summary> /// Initializes a new Textured (drawable) Physics Entity by converting the given texture to vertices /// </summary> /// <param name="game"></param> /// <param name="world"></param> /// <param name="texturedGameEntity"></param> /// <param name="density"></param> /// <param name="type"></param> public TexturedPhysicsEntity(Game game, World world, Category collisionCategory, TexturedGameEntity texturedGameEntity, float density, BodyType type) : base(game, world, collisionCategory, texturedGameEntity.MainTexture, type, density) { Initialize(texturedGameEntity); }