コード例 #1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="FloorTile"/> class.
 /// </summary>
 /// <param name="world">The world object to use.</param>
 /// <param name="position">The position of this florr tile.</param>
 public FloorTile(World world, Vector2 position)
     : base(world, "Content/floor", null, false)
 {
     this.Position                 = position;
     this.RenderOptions            = SpriteRenderOptions.IsLit;
     this.Body.CollidesWith        = Category.Cat1;
     this.Body.CollisionCategories = Category.Cat1;
     this.Body.CreateFixture(new PolygonShape(new Vertices(new Vector2[] {
         new Vector2(0, 0),
         new Vector2(4, 0),
         new Vector2(4, 4),
         new Vector2(0, 4)
     }), 0.5f)).Friction = 0.5f;
 }
コード例 #2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="StackedBox"/> class.
        /// </summary>
        /// <param name="world">The world object to use.</param>
        /// <param name="position">The position of this stacked box.</param>
        public StackedBox(World world, Vector2 position)
            : base(world, "Content/panel", "Content/panel_bump", false)
        {
            this.Position        = position;
            RenderOptions        = SpriteRenderOptions.IsLit;
            SpecularReflectivity = 0.3f;

            this.Body.CollidesWith        = Category.Cat1;
            this.Body.CollisionCategories = Category.Cat1;
            this.Body.CreateFixture(new PolygonShape(new Vertices(new Vector2[] {
                new Vector2(0, 0),
                new Vector2(4, 0),
                new Vector2(4, 4),
                new Vector2(0, 4)
            }), 0.5f)).Friction = 0.5f;

            this.Body.BodyType = BodyType.Dynamic;
        }
コード例 #3
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Projectile"/> class.
        /// </summary>
        /// <param name="world">The world to use.</param>
        /// <param name="position">The starting position for this object.</param>
        /// <param name="velocity">The velocity of the object.</param>
        /// <param name="angularVelocity">The angular velocity for the object.</param>
        public Projectile(World world, Vector2 position, Vector2 velocity, float angularVelocity)
            : base(world, "Content/floor", "Content/floor_bump", false)
        {
            this.Position                 = position;
            this.Velocity                 = velocity;
            this.AngularVelocity          = angularVelocity;
            this.RenderOptions            = SpriteRenderOptions.IsLit | SpriteRenderOptions.CastsShadows;
            this.LayerDepth               = 1;
            this.Body.CollidesWith        = Category.Cat1;
            this.Body.CollisionCategories = Category.Cat1;
            this.Body.CreateFixture(new PolygonShape(new Vertices(new Vector2[] {
                new Vector2(0, 0),
                new Vector2(4, 0),
                new Vector2(4, 4),
                new Vector2(0, 4)
            }), 4f)).Friction = 0.5f;

            this.Body.BodyType = BodyType.Dynamic;
        }