public static Princess CreatePrincess( Vector2 position, Vector2 sizePhysicsCoords, Vector2 offsetPhysicsCoords) { SpinelessEntitySettings princessClipSettings = new SpinelessEntitySettings(); princessClipSettings.EntityClass = "Spineless.Entities.Princess, Spineless"; princessClipSettings.ClipFile = "princess"; princessClipSettings.DefaultAnimName = "idle"; princessClipSettings.Position = position; princessClipSettings.Physics = new SpinelessPhysicsSettings(); princessClipSettings.Physics.Width = sizePhysicsCoords.X; princessClipSettings.Physics.Height = sizePhysicsCoords.Y; princessClipSettings.Physics.Offset = offsetPhysicsCoords; return((Princess)princessClipSettings.CreateEntity()); }
internal static PrincessVehicle CreateDefaultEntity( Vector2 position, Vector2 sizePhysicsCoords, Vector2 offsetPhysicsCoords) { SpinelessEntitySettings settings = new SpinelessEntitySettings(); settings.EntityClass = "Spineless.Entities.PrincessVehicle,Spineless"; settings.ClipFile = "siegeTower"; settings.DefaultAnimName = "rig"; settings.Position = position; settings.Physics = new SpinelessPhysicsSettings(); settings.Physics.Width = sizePhysicsCoords.X; settings.Physics.Height = sizePhysicsCoords.Y; settings.Physics.Offset = offsetPhysicsCoords; settings.Physics.Category = SpinelessCollisionCategories.Siege; return((PrincessVehicle)settings.CreateEntity()); }
internal static PrincessVehicle CreateDefaultEntity( Vector2 position, Vector2 sizePhysicsCoords, Vector2 offsetPhysicsCoords) { SpinelessEntitySettings settings = new SpinelessEntitySettings(); settings.EntityClass = "Spineless.Entities.PrincessVehicle,Spineless"; settings.ClipFile = "siegeTower"; settings.DefaultAnimName = "rig"; settings.Position = position; settings.Physics = new SpinelessPhysicsSettings(); settings.Physics.Width = sizePhysicsCoords.X; settings.Physics.Height = sizePhysicsCoords.Y; settings.Physics.Offset = offsetPhysicsCoords; settings.Physics.Category = SpinelessCollisionCategories.Siege; return (PrincessVehicle)settings.CreateEntity(); }
public static Princess CreatePrincess( Vector2 position, Vector2 sizePhysicsCoords, Vector2 offsetPhysicsCoords) { SpinelessEntitySettings princessClipSettings = new SpinelessEntitySettings(); princessClipSettings.EntityClass = "Spineless.Entities.Princess, Spineless"; princessClipSettings.ClipFile = "princess"; princessClipSettings.DefaultAnimName = "idle"; princessClipSettings.Position = position; princessClipSettings.Physics = new SpinelessPhysicsSettings(); princessClipSettings.Physics.Width = sizePhysicsCoords.X; princessClipSettings.Physics.Height = sizePhysicsCoords.Y; princessClipSettings.Physics.Offset = offsetPhysicsCoords; return (Princess)princessClipSettings.CreateEntity(); }
private Projectile Create(string animName, int width, int height, float density) { SpinelessEntitySettings ses = new SpinelessEntitySettings(); ses.ActivateByDefault = false; ses.ClipFile = "projectiles"; ses.EntityClass = "Spineless.Entities.Projectile, Spineless"; ses.DefaultAnimName = animName; ses.Physics = new SpinelessPhysicsSettings(); ses.Physics.Width = ConvertUnits.ToSimUnits(width); ses.Physics.Height = ConvertUnits.ToSimUnits(height); ses.Physics.Density = density; ses.Physics.Offset = new Vector2(0, -(ses.Physics.Height / 2)); ses.Position = PROJECTILE_START_POS; ses.Physics.Category = SpinelessCollisionCategories.AllProjectiles; ses.Physics.CollidesWith = SpinelessCollisionCategories.Terrain | SpinelessCollisionCategories.Enemy; Projectile p = (Projectile)ses.CreateEntity(); p.Initialize(lvl); p.Deactivated += new Action<Entity>(OnProjectileDeactivated); p.Physics.Bodies[0].FixtureList[0].CollidesWith = (Category)(SpinelessCollisionCategories.Terrain | SpinelessCollisionCategories.Enemy); p.Physics.Bodies[0].FixtureList[0].CollisionCategories = (Category)SpinelessCollisionCategories.SplashProjectile; p.Physics.Bodies[0].FixtureList[0].OnCollision = OnProjectileCollision; p.Physics.Bodies[0].FixtureList[0].UserData = p; return p; }