/// <summary> /// Initializes a new instance of the <see cref="DebugSprite"/> class. /// </summary> /// <param name="world">The <see cref="World" /> in which the instance lives.</param> /// <param name="targetSprite">The sprite that we're drawing debug information for.</param> public DebugSprite(World world, SpriteBase targetSprite) : base(world) { this.targetSprite = targetSprite; this.lineWidth = this.World.GetWorldFromPixel(1.0f); // Default to 1 pixel in width this.optionMapFlagsShader = new OptionsMapFlagsShader(); }
/// <summary> /// Initializes a new instance of the <see cref="DebugSimulatedPostProcess"/> class. /// </summary> /// <param name="world">The <see cref="World" /> in which the instance lives.</param> /// <param name="targetPostProcess">The post process that we're drawing debug information for.</param> public DebugSimulatedPostProcess(World world, SimulatedPostProcess targetPostProcess) : base(world) { this.targetPostProcess = targetPostProcess; this.lineWidth = this.World.GetWorldFromPixel(1.0f); // Default to 1 pixel in width this.optionMapFlagsShader = new OptionsMapFlagsShader(); this.LayerDepth = float.MaxValue; // Arbitrarily large layer depth }
/// <summary> /// Initializes a new instance of the <see cref="SimpleSprite"/> class. /// </summary> /// <param name="world">The <see cref="World" /> in which the instance lives.</param> /// <param name="spriteTexturePath">The path to the sprite texture.</param> /// <param name="spriteNormalTexturePath">The path to the sprite's normal texture (can be null).</param> /// <param name="spriteTextureBoundingBox">The bounding box of the sprite within the texture (used with sprite sheets).</param> /// <param name="position">The starting position of the object.</param> /// <param name="velocity">The starting velocity of the object.</param> /// <param name="computeSpriteShape">If true, the sprite's shape is computed based on the sprite data; otherwise, the sprite's bounding box is used.</param> public SimpleSprite(World world, string spriteTexturePath, string spriteNormalTexturePath, Rectangle?spriteTextureBoundingBox, Vector2 position, Vector2 velocity, bool computeSpriteShape) : base(world, position, velocity) { if (spriteTexturePath == null) { throw new ArgumentNullException("spriteTexturePath", "You must specify the texture to render."); } this.spriteTexturePath = spriteTexturePath; this.spriteNormalTexturePath = spriteNormalTexturePath; this.spriteTextureBoundingBox = spriteTextureBoundingBox; this.optionMapFlagsShader = new OptionsMapFlagsShader(); this.renderColor = Color.White; this.computeSpriteShape = computeSpriteShape; }