/// <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); }
/// <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); }
/// <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; }
/// <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; }