public GameLevel(Camera camera, SpriteBatch spriteBatch, World world, bool visible) { _objects = new List <GameObject>(); _sorted = true; _joints = new List <Joint>(); _world = world; _camera = camera; _spriteBatch = spriteBatch; _background = new ParallaxBackground(_world, _camera, _spriteBatch); Enabled = true; Visible = visible; }
/// <param name="parent">Родительский элемент - фон.</param> /// <param name="sprite">Спрайт.</param> /// <param name="parallaxSpeed">Скорость параллакса. (1.0f, 1.0f), если параллакса нет.</param> /// <param name="layer">Слой.</param> /// <param name="defaultSize">true, если принимать размер текстуры за размер объекта.</param> protected ParallaxBackgroundItem(ParallaxBackground parent, Sprite sprite, Vector2 parallaxSpeed, int layer, Vector2 position, bool defaultSize) { this._parallaxBackground = parent; this._sprite = sprite; this.ParallaxSpeed = parallaxSpeed; this.DrawOrder = layer; this._camera = parent.Camera; this._spriteBatch = parent.SpriteBatch; this._position = position; this._rotation = 0f; if (defaultSize) { //По умолчанию размер равен размеру текстуры в SimUnits Size = ConvertUnits.ToSimUnits(sprite.Texture.Width, sprite.Texture.Height); } Visible = true; }
public ParallaxBackgroundItem(ParallaxBackground parent, Sprite sprite, float xParallaxSpeed, int layer, Vector2 position, Vector2 size, float rotation) : this(parent, sprite, new Vector2(xParallaxSpeed, 1.0f), layer, position, size, rotation) { }
public ParallaxBackgroundItem(ParallaxBackground parent, Sprite sprite, float xParallaxSpeed, int layer) : this(parent, sprite, new Vector2(xParallaxSpeed, 1.0f), layer, Vector2.Zero) { }
public ParallaxBackgroundItem(ParallaxBackground parent, Sprite sprite, Vector2 parallaxSpeed, int layer, Vector2 position, Vector2 size, float rotation) : this(parent, sprite, parallaxSpeed, layer, position, size) { this._rotation = rotation; }
public ParallaxBackgroundItem(ParallaxBackground parent, Sprite sprite, Vector2 parallaxSpeed, int layer, Vector2 position, Vector2 size) : this(parent, sprite, parallaxSpeed, layer, position, false) { Size = size; }
public ParallaxBackgroundItem(ParallaxBackground parent, Sprite sprite, Vector2 parallaxSpeed, int layer, Vector2 position) : this(parent, sprite, parallaxSpeed, layer, position, true) { }
public ParallaxBackgroundDynamicItem(ParallaxBackground parent, float angularVelocity, float angularDamping, Vector2 linearVelocity, float linearDamping, Sprite sprite, Vector2 parallaxSpeed, int layer, Vector2 position, Vector2 size, float rotation) : base(parent, sprite, parallaxSpeed, layer, position, size, rotation) { _world = parent.World; CreateBody(position, angularVelocity, angularDamping, linearVelocity, linearDamping); }
public ParallaxBackgroundDynamicItem(ParallaxBackground parent, float angularVelocity, float angularDamping, Vector2 linearVelocity, float linearDamping, Sprite sprite, float xParallaxSpeed, int layer, Vector2 position, Vector2 size, float rotation) : this(parent, angularVelocity, angularDamping, linearVelocity, linearDamping, sprite, new Vector2(xParallaxSpeed, 1.0f), layer, position, size, rotation) { }