public void createBlockEntity(float x, float y) { if (level.getCollisionSystem().findObjectsBetweenPoints(x - spawnBlockSize / 2, y - spawnBlockSize / 2, x + spawnBlockSize / 2, y + spawnBlockSize / 2).Count > 0) { return; } if (level.getCollisionSystem().findObjectsBetweenPoints(x - spawnBlockSize / 2, y + spawnBlockSize / 2, x + spawnBlockSize / 2, y - spawnBlockSize / 2).Count > 0) { return; } if (spawnBlocks.Count >= maxNumSpawnBlocks) { spawnBlockEntity old = spawnBlocks.Dequeue(); DrawComponent drawComp = ( DrawComponent )old.getComponent(GlobalVars.DRAW_COMPONENT_NAME); AnimationComponent animComp = ( AnimationComponent)old.getComponent(GlobalVars.ANIMATION_COMPONENT_NAME); if (animComp != null && drawComp != null) { ColliderComponent colComp = (ColliderComponent)old.getComponent(GlobalVars.COLLIDER_COMPONENT_NAME); colComp.colliderType = GlobalVars.DESTROYING_SPAWN_BLOCK_COLLIDER_TYPE; drawComp.setSprite(old.blockAnimationName); animComp.animationOn = true; } else { level.removeEntity(old); } } //Entity newEntity = new [YOUR ENTITY HERE](level, x, y); spawnBlockEntity newEntity = new spawnBlockEntity(level, x, y); level.addEntity(newEntity.randId, newEntity); //This should just stay the same spawnBlocks.Enqueue(newEntity); }
public void blockEntity(float x, float y) { //Entity newEntity = new [YOUR ENTITY HERE](level, x, y); Entity newEntity = new spawnBlockEntity(level, x, y); level.addEntity(newEntity.randId, newEntity); //This should just stay the same }