/// <summary> /// Removes the mobile from the internal management list. /// </summary> public void Remove(Mobile mobile) { mobiles.Remove(mobile); }
/// <summary> /// Renders out a single mobile. /// </summary> private void Render(Mobile mobile) { // Render a circle of the appropriate location with the // proper color and shape. PointF cp = ToPoint(mobile.Point.X, mobile.Point.Y); Paint.FilledCircle(cp.X, cp.Y, mobile.Radius * ViewState.Scale, mobile.Color); Paint.Circle(cp.X, cp.Y, mobile.Radius * ViewState.Scale, Color.Black); // See if we are in the physics /* DEBUGGING RenderPolygon((PolygonShape) mobile.PhysicsBody.Shape, mobile.Point, mobile.PhysicsBody.State.Position.Angular); */ }
/// <summary> /// Adds a mobile object into the physics world. /// </summary> public void Add(Mobile mobile) { // See if we already have it if (mobile == null || mobiles.Contains(mobile)) return; // Add this mobile to the engine Log.Debug("Adding mobile: {0}", mobile); engine.AddBody(mobile.PhysicsBody); mobiles.Add(mobile); }