} // This is to make sure tiles are only updated once per frame. //----------------------------------------------------------------------------- // Constructors //----------------------------------------------------------------------------- // Use Tile.CreateTile() instead of this constructor. protected Tile() { tileGridArea = Rectangle2I.Zero; isAlive = false; isInitialized = false; location = Point2I.Zero; layer = 0; offset = Point2I.Zero; size = Point2I.One; spriteAsObject = new SpriteAnimation(); isSolid = false; isMoving = false; pushDelay = 20; properties = new Properties(this); tileData = null; moveDirection = Point2I.Zero; dropList = null; hasMoved = false; path = null; pathTimer = 0; pathMoveIndex = 0; fallsInHoles = true; soundMove = GameData.SOUND_BLOCK_PUSH; conveyorVelocity = Vector2F.Zero; surfaceTile = null; collisionStyle = CollisionStyle.Rectangular; graphics = new TileGraphicsComponent(this); }
//----------------------------------------------------------------------------- // Constructors //----------------------------------------------------------------------------- // Use Tile.CreateTile() instead of this constructor. protected Tile() { tileGridArea = Rectangle2I.Zero; isAlive = false; isInitialized = false; location = Point2I.Zero; layer = 0; offset = Point2I.Zero; size = Point2I.One; spriteAsObject = new SpriteAnimation(); isSolid = false; isMoving = false; pushDelay = 20; properties = new Properties(this); tileData = null; moveDirection = Point2I.Zero; dropList = null; hasMoved = false; path = null; pathTimer = 0; pathMoveIndex = 0; fallsInHoles = true; soundMove = GameData.SOUND_BLOCK_PUSH; conveyorVelocity = Vector2F.Zero; surfaceTile = null; collisionStyle = CollisionStyle.Rectangular; graphics = new TileGraphicsComponent(this); }