예제 #1
0
        /// <summary>
        /// Creates a Physic Crate
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        private Entity CreateCrate(float x, float y, string texture, Physic2DCategory category)
        {
            Entity box = new Entity("Crate" + this.instances++)
                         .AddComponent(new Transform2D()
            {
                X = x, Y = y, Origin = Vector2.Center
            })
                         .AddComponent(new RectangleCollider())
                         .AddComponent(new Sprite(texture))
                         .AddComponent(new RigidBody2D()
            {
                IsKinematic = false, CollisionCategories = category, CollidesWith = category
            })
                         .AddComponent(new SpriteRenderer(DefaultLayers.Opaque));

            return(box);
        }
예제 #2
0
        /// <summary>
        /// Creates a Physic Circle
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        private Entity CreateCircle(float x, float y, string texture, Physic2DCategory category)
        {
            Entity box = new Entity("Circle" + this.instances++)
                         .AddComponent(new Transform2D()
            {
                X = x, Y = y, Origin = Vector2.Center
            })
                         .AddComponent(new CircleCollider())
                         .AddComponent(new Sprite(texture))
                         .AddComponent(new JointMap2D())
                         .AddComponent(new RigidBody2D()
            {
                PhysicBodyType = PhysicBodyType.Dynamic, CollisionCategories = category
            })
                         .AddComponent(new SpriteRenderer(DefaultLayers.Alpha));

            return(box);
        }
예제 #3
0
파일: MainScene.cs 프로젝트: noatom/Samples
        /// <summary>
        /// Creates a Physic Crate
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        private Entity CreateCrate(float x, float y, string texture, Physic2DCategory category)
        {
            Entity box = new Entity("Crate" + this.instances++)
                .AddComponent(new Transform2D() { X = x, Y = y })
                .AddComponent(new RectangleCollider())
                .AddComponent(new Sprite(texture))
                .AddComponent(new RigidBody2D() { IsKinematic = false, CollisionCategories = category, CollidesWith = category })
                .AddComponent(new SpriteRenderer(DefaultLayers.Opaque));

            return box;
        }
예제 #4
0
        /// <summary>
        /// Creates a Physic Circle
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        private Entity CreateCircle(float x, float y, string texture, Physic2DCategory category)
        {
            Entity box = new Entity("Circle" + this.instances++)
                .AddComponent(new Transform2D() { X = x, Y = y, Origin = Vector2.Center })
                .AddComponent(new CircleCollider())
                .AddComponent(new Sprite(texture))
                .AddComponent(new JointMap2D())
                .AddComponent(new RigidBody2D() { PhysicBodyType = PhysicBodyType.Dynamic, CollisionCategories = category })
                .AddComponent(new SpriteRenderer(DefaultLayers.Alpha));

            return box;
        }