public EnemyPhysicsComponent(Engine engine, Vector2 gameWorldPosition, Global.Shapes shape) : base(engine) { switch (shape) { case Global.Shapes.Circle: MainFixture = FixtureFactory.CreateCircle(Engine.Physics.World, 0.25f, 1.0f); MainFixture.Friction = 0.5f; break; case Global.Shapes.Player: MainFixture = FixtureFactory.CreateRectangle(Engine.Physics.World, 0.5f, 0.5f, 1); Bodies.Add(MainFixture.Body); MainFixture.Body.Position = Engine.Physics.PositionToPhysicsWorld(gameWorldPosition); MainFixture.Body.BodyType = BodyType.Dynamic; MainFixture.Body.SleepingAllowed = false; Fixture WheelFixture = FixtureFactory.CreateCircle(Engine.Physics.World, 0.3f, 1.0f); Bodies.Add(WheelFixture.Body); WheelFixture.Body.Position = MainFixture.Body.Position + new Vector2(0.0f, 0.6f); WheelFixture.Body.BodyType = BodyType.Dynamic; WheelFixture.Body.SleepingAllowed = false; WheelFixture.Friction = 0.5f; FixedAngleJoint playerFAJ = JointFactory.CreateFixedAngleJoint(Engine.Physics.World, MainFixture.Body); playerFAJ.BodyB = WheelFixture.Body; RevoluteJoint wheelMotorRevJoint = JointFactory.CreateRevoluteJoint(MainFixture.Body, WheelFixture.Body, Vector2.Zero); wheelMotorRevJoint.MaxMotorTorque = 10.0f; wheelMotorRevJoint.MotorEnabled = true; Engine.Physics.World.AddJoint(wheelMotorRevJoint); break; case Global.Shapes.Square: MainFixture = FixtureFactory.CreateRectangle(Engine.Physics.World, 0.5f, 0.5f, 1.0f); break; default: throw new Exception("shape " + shape.ToString() + " not recognized when creating EnemyPhysicsComponent"); } Bodies.Add(MainFixture.Body); MainFixture.Body.Position = Engine.Physics.PositionToPhysicsWorld(gameWorldPosition); MainFixture.Body.BodyType = BodyType.Dynamic; }
public GetAccessRightsResult GetAccessRights(string userId, Global.Module module) { try { return ctx.GetAccessRights(userId, module.ToString()).ToList<GetAccessRightsResult>().FirstOrDefault(); } catch (Exception) { throw; } }