public static void CreateNewLevel() { CurrentLevel = new LevelData(); HasSaved = false; tempRectangle = PhysicsRectangle.Empty; startPoint = new StartPoint(new Vector2(0, 0)); }
public static void MouseDown(Vector2 position) { //lastMouseDownPos = position; switch (Mousemode) { case MouseMode.Select: //if (GetCircleAABB(startPoint.Position, StartPoint.radius).Contains((int)position.X, (int)position.Y)) //startPoint.SetPosition(position); if (GetCircleAABB(startPoint.Position, StartPoint.radius).ContainsVector(position)) //if (startPoint.ContainsPoint(position)) { CurrentObject = startPoint; CurrentObjectOffset = CurrentObject.GetPosition() - position; } break; case MouseMode.DrawRectangle: tempRectangle = new PhysicsRectangle(position, position *2, 0); tempRectangle.TopLeft = position; break; case MouseMode.DrawRectangleRotate: //tempRectangle = new PhysicsRectangle(position, Vector2.Zero, 0); tempRectangle.Rotation = (float)Math.Atan2(rotatePoint.Y - position.Y, rotatePoint.X - position.X); CurrentLevel.Rectangles.Add(tempRectangle); tempRectangle = PhysicsRectangle.Empty; Mousemode = MouseMode.Select; break; } }