public static void MakeANewSetOfBlocks() { int blockStructureWidth = new Block().Sprite.Image.Height * 4; for (int i = 0; i < _howManyBlocks; i++) { MakeOneBlock(new Vector2(Position.X + blockStructureWidth * i + _howFarApart * i, Position.Y)); } }
private static void MakeOneBlock(Vector2 position) { int blockSide = new Block().Sprite.Image.Height; //Since a block is square shaped it dosen't matter wich side you take TileObjectCreator.Create (blockSide, blockSide, position, new Dictionary<char, Type>() { {'x', typeof(Block)}, {'0', null} }, "xxxx", "xxxx", "x00x"); }
public override void Create(GameObject createdObject) { if (createdObject == this) { Visable = false; Solid = false; int blockSide = new Block().Sprite.Image.Height; //Since a block is square shaped it dosen't matter wich side you take //Make a thin sprite as tall as an barrier. It is positioned where barriers are. Sprite = new Sprite(TextureContainer.ColoredRectangle(Color.White, 3, blockSide * 3), new Vector2(SpaceInvaders.Device.Viewport.Width / 2, BlockMaker.Position.Y)); //Creates it where the player shoots bullets } }