public override void InitializePhysics(bool force, IComponentContext engineRegistrations)
        {
            if (force || !initialized)
            {
                var cache = engineRegistrations.Resolve<IResourceCache<Texture2D>>();
                var world = engineRegistrations.Resolve<PhysicsManager>().World;
                engine = engineRegistrations.ResolveOptional<EngineGame>();
                Physics = BodyFactory.CreateBody(world, Position, this);

                if (engine != null && engine.GamepadEnabled)
                {
                    ACTION_POPUP = InputManager.Instance.GamepadTextures[InputManager.ButtonActions.Interact];
                }

                float spriteWidthMeters = PhysicsConstants.PixelsToMeters(Width);
                float spriteHeightMeters = PhysicsConstants.PixelsToMeters(Height);

                var rect = FixtureFactory.AttachRectangle(
                    spriteWidthMeters,
                    PhysicsConstants.PixelsToMeters(10),
                    1.4f,
                    Vector2.Zero,
                    Physics);

                Physics.BodyType = BodyType.Static;
                Physics.IgnoreGravity = true;
                Physics.IsSensor = false;

                Physics.RegisterOnCollidedListener<UserControlledCharacter>(OnCollidedWith);
                Physics.RegisterOnSeparatedListener<UserControlledCharacter>(OnSeparation);

                popupTrigger = new ItemPopup(
                    ACTION_POPUP,
                    new Vector2(Physics.Position.X, Physics.Position.Y - PhysicsConstants.PixelsToMeters(100)),
                    cache);

                initialized = true;
            }

            base.InitializePhysics(false, engineRegistrations);
        }
Exemple #2
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        public override void InitializePhysics(bool force, IComponentContext engineRegistrations)
        {
            if (force || !initialized)
            {
                var cache = engineRegistrations.Resolve<IResourceCache<Texture2D>>();
                var world = engineRegistrations.Resolve<PhysicsManager>().World;
                engine = engineRegistrations.ResolveOptional<EngineGame>();
                Physics = BodyFactory.CreateBody(world, Position, this);

                if (engine != null && engine.GamepadEnabled)
                {
                    UP_POPUP = InputManager.Instance.GamepadTextures[InputManager.ButtonActions.UpAction];
                    DOWN_POPUP = InputManager.Instance.GamepadTextures[InputManager.ButtonActions.DownAction];
                }

                float spriteWidthMeters = PhysicsConstants.PixelsToMeters(Width);
                float spriteHeightMeters = PhysicsConstants.PixelsToMeters(Height);

                var rect = FixtureFactory.AttachRectangle(
                    spriteWidthMeters,
                    spriteHeightMeters,
                    1.4f,
                    Vector2.Zero,
                    Physics);

                Physics.BodyType = BodyType.Static;
                Physics.IsSensor = true;

                Physics.RegisterOnCollidedListener<UserControlledCharacter>(OnCollidedWith);
                Physics.RegisterOnSeparatedListener<UserControlledCharacter>(OnSeparation);

                if (DoorType == DoorType.Up)
                {
                    popup = new ItemPopup(
                        UP_POPUP,
                        Physics.Position + new Vector2(0, -PhysicsConstants.PixelsToMeters(Height / 2)),
                        cache);
                }
                else if (DoorType == DoorType.Down)
                {
                    popup = new ItemPopup(
                        DOWN_POPUP,
                        Physics.Position + new Vector2(0, -PhysicsConstants.PixelsToMeters(Height / 2)),
                        cache);
                }
                else
                {
                    popup = null;
                }

                initialized = true;
            }

            base.InitializePhysics(false, engineRegistrations);
        }
        public override void InitializePhysics(bool force, IComponentContext engineRegistrations)
        {
            if (force || !initialized)
            {
                var cache = engineRegistrations.Resolve<IResourceCache<Texture2D>>();
                var texture = cache.GetResource(TextureName);
                var world = engineRegistrations.Resolve<PhysicsManager>().World;
                game = engineRegistrations.ResolveOptional<EngineGame>();

                if (game != null && game.GamepadEnabled)
                {
                    ACTION_POPUP = InputManager.Instance.GamepadTextures[InputManager.ButtonActions.Pickup];
                }

                //Width = texture.Width;
                //Height = texture.Height;
                Physics = BodyFactory.CreateRectangle(
                    world,
                    PhysicsConstants.PixelsToMeters(Width),
                    PhysicsConstants.PixelsToMeters(Height),
                    1,
                    Position);
                Physics.FixedRotation = true;
                Physics.BodyType = BodyType.Static;
                Physics.UserData = this;

                var fix = Physics.FixtureList[0];
                fix.CollisionCategories = Category.Cat3;
                fix.CollidesWith = Category.Cat1;

                HitSensor = BodyFactory.CreateRectangle(
                    world,
                    PhysicsConstants.PixelsToMeters(Width) * 2,
                    PhysicsConstants.PixelsToMeters(Height),
                    1,
                    Position);
                HitSensor.IsSensor = true;
                HitSensor.CollisionCategories = Category.Cat2;
                HitSensor.CollidesWith = Category.Cat2;

                HitSensor.RegisterOnCollidedListener<UserControlledCharacter>(OnCollidedWith);
                HitSensor.RegisterOnSeparatedListener<UserControlledCharacter>(OnSeparation);

                popup = new ItemPopup(ACTION_POPUP,
                    Physics.Position + new Vector2(0, -PhysicsConstants.PixelsToMeters(Height / 2 + POPUP_OFFSET)),
                    cache);

                initialized = true;
            }

            base.InitializePhysics(false, engineRegistrations);
        }
Exemple #4
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        public override void InitializePhysics(bool force, IComponentContext engineRegistrations)
        {
            if (force || !initialized)
            {
                var cache = engineRegistrations.Resolve<IResourceCache<Texture2D>>();
                var world = engineRegistrations.Resolve<PhysicsManager>().World;
                engine = engineRegistrations.ResolveOptional<EngineGame>();
                var texture = cache.GetResource(EDITOR_PREVIEW);
                previewScale = new Vector2(Width / texture.Width, Height / texture.Height);

                Physics = BodyFactory.CreateBody(world, Position, this);

                float spriteWidthMeters = PhysicsConstants.PixelsToMeters(Width);
                float spriteHeightMeters = PhysicsConstants.PixelsToMeters(Height);

                string texture1 = InputTextureLookup(Key1, engine);

                if (Key2 != 999)
                {
                    string texture2 = InputTextureLookup(Key2, engine);
                    display2 = new ItemPopup(texture2, Vector2.Zero, cache, new Vector2(40, -90));

                    plusCombine = new ItemPopup("Textures/Keys/plusCombine", Vector2.Zero, cache, new Vector2(0, -90));

                    display1 = new ItemPopup(texture1, Vector2.Zero, cache, new Vector2(-40, -90));
                }
                else
                {
                    display2 = null;

                    display1 = new ItemPopup(texture1, Vector2.Zero, cache, new Vector2(0, -90));
                }

                var rect = FixtureFactory.AttachRectangle(
                    spriteWidthMeters,
                    spriteHeightMeters,
                    1.4f,
                    Vector2.Zero,
                    Physics);

                Physics.BodyType = BodyType.Static;
                Physics.IsSensor = true;

                Physics.RegisterOnCollidedListener<UserControlledCharacter>(OnCollidedWith);
                Physics.RegisterOnSeparatedListener<UserControlledCharacter>(OnSeparation);

                initialized = true;
            }

            base.InitializePhysics(false, engineRegistrations);
        }