Exemple #1
0
        /// <summary>
        /// Creates a Collidable tile, Dynamic or Static.
        /// </summary>
        /// <param name="bodyType"></param>
        /// <param name="texture">Texture for the tile.</param>
        /// <param name="position">Position of the tile.</param>
        /// <param name="tileSize">Size of the file.</param>
        /// <param name="rotation">Rotation of the tile.</param>
        /// <param name="density">Density of it?</param>
        /// <returns>ICollidableTile</returns>
        public ICollidableTile CreateCollidableTile(BodyType bodyType, Texture2D texture, Vector2 position, Rectangle tileSize, float rotation, float density)
        {
            ICollidableTile collidableTile;
            Body            physicsBody = null;

            if (PhysicsBodyCache.Count == 0)
            {
                //If our cache is empty make a brand spankin' new one
                physicsBody = BodyFactory.CreateRectangle(m_physicsWorld,
                                                          ConvertUnits.ToSimUnits(tileSize.Width),
                                                          ConvertUnits.ToSimUnits(tileSize.Height),
                                                          density);
            }
            else
            {
                //If we have some phyasics bodies in our cache just grab the first one, they are all pretty much the same.
                physicsBody = PhysicsBodyCache[0];

                //and remove it so we don't try to use it again
                PhysicsBodyCache.Remove(physicsBody);
            }

            collidableTile = new Tiles.StaticCollidableTile(m_spriteBatch, texture, position, physicsBody, tileSize.Height, tileSize.Width, rotation, m_physicsWorld);
            CollidableTiles.Add(collidableTile);
            Tiles.Add(collidableTile);

            return(collidableTile);
        }
        /// <summary>
        /// Creates a Collidable tile, Dynamic or Static.
        /// </summary>
        /// <param name="bodyType"></param>
        /// <param name="texture">Texture for the tile.</param>
        /// <param name="position">Position of the tile.</param>
        /// <param name="tileSize">Size of the file.</param>
        /// <param name="rotation">Rotation of the tile.</param>
        /// <param name="density">Density of it?</param>
        /// <returns>ICollidableTile</returns>
        public ICollidableTile CreateCollidableTile(BodyType bodyType, Texture2D texture, Vector2 position, Rectangle tileSize, float rotation, float density)
        {
            ICollidableTile collidableTile;
            Body physicsBody = null;

            if (PhysicsBodyCache.Count == 0)
            {
                //If our cache is empty make a brand spankin' new one
                physicsBody = BodyFactory.CreateRectangle(m_physicsWorld,
                                ConvertUnits.ToSimUnits(tileSize.Width),
                                ConvertUnits.ToSimUnits(tileSize.Height),
                                density);
            }
            else
            {
                //If we have some phyasics bodies in our cache just grab the first one, they are all pretty much the same.
                physicsBody = PhysicsBodyCache[0];

                //and remove it so we don't try to use it again
                PhysicsBodyCache.Remove(physicsBody);
            }

            collidableTile = new Tiles.StaticCollidableTile(m_spriteBatch, texture, position, physicsBody, tileSize.Height, tileSize.Width, rotation, m_physicsWorld);
            CollidableTiles.Add(collidableTile);
            Tiles.Add(collidableTile);

            return collidableTile;
        }