/// <summary> /// Initializes a new instance of the <see cref="FloorTile"/> class. /// </summary> /// <param name="world">The world object to use.</param> /// <param name="position">The position of this florr tile.</param> public FloorTile(World world, Vector2 position) : base(world, "Content/floor", null, false) { this.Position = position; this.RenderOptions = SpriteRenderOptions.IsLit; this.Body.CollidesWith = Category.Cat1; this.Body.CollisionCategories = Category.Cat1; this.Body.CreateFixture(new PolygonShape(new Vertices(new Vector2[] { new Vector2(0, 0), new Vector2(4, 0), new Vector2(4, 4), new Vector2(0, 4) }), 0.5f)).Friction = 0.5f; }
/// <summary> /// Initializes a new instance of the <see cref="StackedBox"/> class. /// </summary> /// <param name="world">The world object to use.</param> /// <param name="position">The position of this stacked box.</param> public StackedBox(World world, Vector2 position) : base(world, "Content/panel", "Content/panel_bump", false) { this.Position = position; RenderOptions = SpriteRenderOptions.IsLit; SpecularReflectivity = 0.3f; this.Body.CollidesWith = Category.Cat1; this.Body.CollisionCategories = Category.Cat1; this.Body.CreateFixture(new PolygonShape(new Vertices(new Vector2[] { new Vector2(0, 0), new Vector2(4, 0), new Vector2(4, 4), new Vector2(0, 4) }), 0.5f)).Friction = 0.5f; this.Body.BodyType = BodyType.Dynamic; }
/// <summary> /// Initializes a new instance of the <see cref="Projectile"/> class. /// </summary> /// <param name="world">The world to use.</param> /// <param name="position">The starting position for this object.</param> /// <param name="velocity">The velocity of the object.</param> /// <param name="angularVelocity">The angular velocity for the object.</param> public Projectile(World world, Vector2 position, Vector2 velocity, float angularVelocity) : base(world, "Content/floor", "Content/floor_bump", false) { this.Position = position; this.Velocity = velocity; this.AngularVelocity = angularVelocity; this.RenderOptions = SpriteRenderOptions.IsLit | SpriteRenderOptions.CastsShadows; this.LayerDepth = 1; this.Body.CollidesWith = Category.Cat1; this.Body.CollisionCategories = Category.Cat1; this.Body.CreateFixture(new PolygonShape(new Vertices(new Vector2[] { new Vector2(0, 0), new Vector2(4, 0), new Vector2(4, 4), new Vector2(0, 4) }), 4f)).Friction = 0.5f; this.Body.BodyType = BodyType.Dynamic; }