/** * Determines the physics type of the game, creating the VGDLPhysics objects that performs the calculations. * @param physicstype identifier of the physics type. * @param size dimensions of the sprite. * @return the vgdlphyics object. */ private VGDLPhysics determinePhysics() { if (physicstype.CompareAndIgnoreCase(VGDLPhysics.GRID)) { physics = new GridPhysics(size); } else if (physicstype.CompareAndIgnoreCase(VGDLPhysics.CONT)) { physics = new ContinuousPhysics(); } return(physics); }
public VGDLSprite() { physicstype = "GRID"; wMult = hMult = 1.0f; physics = null; gravity = 0.0f; friction = 0.0f; speed = 0; stationary = false; cooldown = 0; color = VGDLColors.GetRandomColor(); only_active = false; name = null; is_static = false; is_avatar = false; is_stochastic = false; is_from_avatar = false; mass = 1; shrinkfactor = 1.0f; autotiling = false; randomtiling = -1; frameRate = -1; frameRemaining = 0; currentFrame = -1; is_oriented = false; draw_arrow = false; orientation = VGDLUtils.VGDLDirections.NONE.getDirection(); lastmove = 0; invisible = "false"; rotateInPlace = false; isFirstTick = true; disabled = false; limitHealthPoints = 1000; rotation = 0.0f; max_speed = -1.0f; }
public VGDLSprite(VGDLSprite from) { name = from.name; is_static = from.is_static; only_active = from.only_active; is_avatar = from.is_avatar; is_stochastic = from.is_stochastic; color = from.color; cooldown = from.cooldown; speed = from.speed; stationary = from.stationary; mass = from.mass; physicstype = from.physicstype; physics = from.physics; gravity = from.gravity; friction = from.friction; shrinkfactor = from.shrinkfactor; is_oriented = from.is_oriented; draw_arrow = from.draw_arrow; orientation = from.orientation; rect = new Rect(from.rect); lastrect = new Rect(from.lastrect); lastmove = from.lastmove; jump_strength = from.jump_strength; singleton = from.singleton; is_resource = from.is_resource; portal = from.portal; invisible = from.invisible; hidden = from.hidden; autotiling = from.autotiling; randomtiling = from.randomtiling; frameRate = from.frameRate; frameRemaining = from.frameRemaining; currentFrame = from.currentFrame; disabled = from.disabled; image = from.image; texture = from.texture; img = from.img; orientedImg = from.orientedImg; is_npc = from.is_npc; spriteID = from.spriteID; is_from_avatar = from.is_from_avatar; bucket = from.bucket; bucketSharp = from.bucketSharp; rotateInPlace = from.rotateInPlace; isFirstTick = from.isFirstTick; healthPoints = from.healthPoints; maxHealthPoints = from.maxHealthPoints; limitHealthPoints = from.limitHealthPoints; rotation = from.rotation; size = from.size; on_ground = from.on_ground; solid = from.solid; max_speed = from.max_speed; types.AddRange(from.types); foreach (var pair in from.resources) { resources.Add(pair.Key, pair.Value); } foreach (var pair in from.images) { images.Add(pair.Key, pair.Value); } }