public static void PlaceAStructure(Texture2D texture) { adjustedCoordinates = new Vector2(Engine.Engine.MouseCoordinates.X, Engine.Engine.MouseCoordinates.Y); Engine.Engine.Blueprint = new Rectangle((int)adjustedCoordinates.X - (texture.Width / 2), (int)adjustedCoordinates.Y - (texture.Width / 2), texture.Width, texture.Height); if (CheckMouseStateChange.IsMouseClicked() && CheckIfGroundClear(Engine.Engine.Blueprint)) { switch (SelectedStructure) { case BuildingSelected.SmallTent: Tent.CreateSmallTent(adjustedCoordinates, Engine.Engine.Blueprint); break; case BuildingSelected.LargeTent: Tent.CreateLargeTent(adjustedCoordinates, Engine.Engine.Blueprint); break; } IsPlacingBuilding = false; BuildMenuInteraction.IsBuildMenuOpen = false; SelectedStructure = BuildingSelected.None; } }
public static void CreateSmallTent(Vector2 position, Rectangle bRec) { Tent smallTent = new Tent { Texture = Textures.SmallTentTexture, ID = Guid.NewGuid().ToString(), Position = new Vector2(position.X, position.Y), BRec = bRec, Name = "Small Tent", Description = "A flimsy 2-person tent", MaxHealth = 80, CurrentHealth = 80 }; smallTent.BRec.X = (int)smallTent.Position.X; smallTent.BRec.Y = (int)smallTent.Position.Y; smallTent.BRec.Width = Textures.SmallTentTexture.Width; smallTent.BRec.Height = Textures.SmallTentTexture.Height; EntityLists.BuildingList.Add(smallTent); PruneFoliage.CheckBushBuildingIntersection(smallTent); }