コード例 #1
0
            public void BuildHandlebar()
            {
                IHandlebar handlebar = new Handlebar();

                handlebar.Description   = "Kierownica version extended";
                handlebar.ClampDiamater = 39.88;
                handlebar.Material      = "AL-4066";
                handlebar.Uplift        = 18.00;
                handlebar.Color         = Color.Red;
                handlebar.Width         = 541.00;
                bike.SetHandlebar(handlebar);
            }
コード例 #2
0
            public void BuildHandlebar()
            {
                IHandlebar handlebar = new Handlebar();

                handlebar.Description   = "Kierownica Stylo T30 700 30 rise 31.8 Blast Black";
                handlebar.ClampDiamater = 31.88;
                handlebar.Material      = "AL-6066";
                handlebar.Uplift        = 30.00;
                handlebar.Color         = Color.Black;
                handlebar.Width         = 700.00;
                bike.SetHandlebar(handlebar);
            }
コード例 #3
0
        // Create object in room upon user click
        private void MakeSpaceObject(string texName, Image tex, DrawPoint mp)
        {
            texName = texName.Replace(".png", "");

            int numberOfFrames = SpaceObject.GetNumberOfFrames(texName);

            //Much repeated code to account for each possible object
            if (rb_WallStatic.Checked)
            {
                mp.X -= (texture.Width / (numberOfFrames * 2));
                mp.Y -= (texture.Height / 2);

                WallStatic wall = new WallStatic(
                    Conversion.DrawPointToVector2(mp),
                    currdir + "\\" + texName + ".tri");

                wall.TextureName = texName;

                currentlySelectedRoom.AddObject(wall);
            }
            else if (rb_WallDynamic.Checked)
            {
                mp.X -= (texture.Width / (numberOfFrames * 2));
                mp.Y -= (texture.Height / 2);

                WallDynamic wall = new WallDynamic(
                    Conversion.DrawPointToVector2(mp),
                    new Vector2(0, 0),
                    currdir + "\\" + texName + ".tri");

                wall.TextureName = texName;

                currentlySelectedRoom.AddObject(wall);
            }
            else if (rb_HazardStatic.Checked)
            {
                mp.X -= (texture.Width / (numberOfFrames * 2));
                mp.Y -= (texture.Height / 2);

                HazardStatic hazard = new HazardStatic(
                    Conversion.DrawPointToVector2(mp),
                    currdir + "\\" + texName + ".tri");

                hazard.TextureName = texName;

                currentlySelectedRoom.AddObject(hazard);
            }

            else if (rb_HazardDynamic.Checked)
            {
                mp.X -= (texture.Width / (numberOfFrames * 2));
                mp.Y -= (texture.Height / 2);

                HazardDynamic hazard = new HazardDynamic(
                    Conversion.DrawPointToVector2(mp),
                    new Vector2(0, 0),
                    currdir + "\\" + texName + ".tri");

                hazard.TextureName = texName;

                currentlySelectedRoom.AddObject(hazard);
            }

            else if (rb_Parts.Checked)
            {
                mp.X -= (texture.Width / (numberOfFrames * 2));
                mp.Y -= (texture.Height / 2);

                Part part = new Part(
                    Conversion.DrawPointToVector2(mp),
                    currdir + "\\" + texName + ".tri");

                part.TextureName = texName;

                currentlySelectedRoom.AddObject(part);
            }

            else if (rb_Survivors.Checked)
            {
                mp.X -= (texture.Width / (numberOfFrames * 2));
                mp.Y -= (texture.Height / 2);

                Survivor survivor = new Survivor(
                    Conversion.DrawPointToVector2(mp),
                    currdir + "\\" + texName + ".tri");

                survivor.TextureName = texName;

                //sets up the survivor color as appropriate
                switch (survivor.TextureName)
                {
                    case "Art\\Survivors\\SurvivorBlue":
                        survivor.SColor = Survivor.survivorColor.BLUE;
                        break;

                    case "Art\\Survivors\\SurvivorRed":
                        survivor.SColor = Survivor.survivorColor.RED;
                        break;

                    case "Art\\Survivors\\SurvivorYellow":
                        survivor.SColor = Survivor.survivorColor.YELLOW;
                        break;

                    case "Art\\Survivors\\SurvivorPurple":
                        survivor.SColor = Survivor.survivorColor.PURPLE;
                        break;

                    case "Art\\Survivors\\SurvivorOrange":
                        survivor.SColor = Survivor.survivorColor.ORANGE;
                        break;

                    case "Art\\Survivors\\Survivor":
                        survivor.SColor = Survivor.survivorColor.GREEN;
                        break;

                    default:
                        break;

                }

                currentlySelectedRoom.AddObject(survivor);
            }

            else if (rb_Vanish_Walls.Checked)
            {
                mp.X -= (texture.Width / (numberOfFrames * 2));
                mp.Y -= (texture.Height / 2);

                VanishWall vanish = new VanishWall(
                    Conversion.DrawPointToVector2(mp),
                    currdir + "\\" + texName + ".tri");

                vanish.TextureName = texName;

                currentlySelectedRoom.AddObject(vanish);
            }

            else if (rb_Handlebars.Checked)
            {
                mp.X -= (texture.Width / 2);
                mp.Y -= (texture.Height / 2);

                Handlebar hdlbar = new Handlebar(
                    Conversion.DrawPointToVector2(mp),
                    new Vector2(0, 0),
                    currdir + "\\" + texName + ".tri");

                hdlbar.TextureName = texName;

                currentlySelectedRoom.AddObject(hdlbar);
            }

            else if (rb_VictoryTest.Checked)
            {
                mp.X -= (texture.Width / 2);
                mp.Y -= (texture.Height / 2);

                VictoryTest victest = new VictoryTest(
                    Conversion.DrawPointToVector2(mp),
                    currdir + "\\" + texName + ".tri");

                victest.TextureName = texName;

                currentlySelectedRoom.AddObject(victest);
            }

            else if (rb_SavePoint.Checked)
            {
                mp.X -= (texture.Width / (numberOfFrames * 2));
                mp.Y -= (texture.Height / 2);

                SavePoint savePoint = new SavePoint(
                    Conversion.DrawPointToVector2(mp),
                    currdir + "\\" + texName + ".tri");

                savePoint.TextureName = texName;

                currentlySelectedRoom.AddObject(savePoint);
            }

            else if (rb_Player.Checked)
            {
                mp.X -= (int)((texture.Width * Constants.PLAYER_SCALE) / 2);
                mp.Y -= (int)((texture.Height * Constants.PLAYER_SCALE) / 2);

                world.player = new Player(
                    Conversion.DrawPointToVector2(mp),
                    currdir + "\\" + texName + ".tri"
                    );

                world.CurrentRoom = currentlySelectedRoom;
                world.player.TextureName = texName;
            }
        }