예제 #1
0
        public static GameObject BuildActionProjectile(
            Game1 game,
            GameObject parent,
            ActionInfo actInfo,
            Vector2 position,
            Vector2 velocity,
            int lifetime,
            List<Shape> boundingBoxes)
        {
            GameObject entity = new GameObject(game);
            entity.SetParent(parent);

            Transform2DComponent transformComponent = new Transform2DComponent(
                entity,
                position,
                0.0f,
                Vector2.One);

            BoundingBoxComponent bbComponent = new BoundingBoxComponent(entity, boundingBoxes, true);
            CurrentActionComponent caComponent = new CurrentActionComponent(
                entity,
                new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.None),
                new Dictionary<ActionDefinition, ActionInfo>());
            LifetimeComponent lifetimeComponent = new LifetimeComponent(entity, lifetime);
            IsActionComponent isActionComponent = new IsActionComponent(entity, actInfo);
            MotionPropertiesComponent motionComponent = new MotionPropertiesComponent(entity, 1.0f);
            motionComponent.SetVelocity(velocity);

            entity.AddComponent(transformComponent);
            entity.AddComponent(bbComponent);
            entity.AddComponent(caComponent);
            entity.AddComponent(motionComponent);
            entity.AddComponent(lifetimeComponent);
            entity.AddComponent(isActionComponent);

            return entity;
        }
예제 #2
0
 private void resolveVelocity(MotionPropertiesComponent motionComponent, int timestep)
 {
     motionComponent.AccelerationVector =
         motionComponent.AggregateForcesVector / motionComponent.Mass;
     motionComponent.AddVelocity(
         motionComponent.AccelerationVector * timestep / 1000.0f
     );
 }
예제 #3
0
        public static GameObject BuildDynamicEntity(
            Game1 game,
            Vector2 position,
            float rotation,
            Vector2 scale,
            float maxGroundSpeed,
            float maxAirSpeed,
            SpriteType spriteType,
            List<Shape> boundingBoxes)
        {
            GameObject entity = new GameObject(game);

            Transform2DComponent transformComponent = new Transform2DComponent(
                entity,
                position,
                rotation,
                scale);
            SpriteComponent sprite = new SpriteComponent(entity, spriteType, game);
            BoundingBoxComponent bbComponent = new BoundingBoxComponent(entity, boundingBoxes, true);
            CurrentActionComponent caComponent = new CurrentActionComponent(
                entity,
                new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.None),
                new Dictionary<ActionDefinition, ActionInfo>());
            GravityComponent gravComponent = new GravityComponent(entity, 1.0f);
            MotionPropertiesComponent motionComponent = new MotionPropertiesComponent(
                entity, 1.0f, maxGroundSpeed, maxAirSpeed);
            IsPhysicalComponent isPhysicalComponent = new IsPhysicalComponent(entity, true);
            IsCharacterComponent isCharComponent = new IsCharacterComponent(entity);
            SoundComponent soundComponent = new SoundComponent(entity);

            entity.AddComponent(transformComponent);
            entity.AddComponent(sprite);
            entity.AddComponent(bbComponent);
            entity.AddComponent(caComponent);
            entity.AddComponent(gravComponent);
            entity.AddComponent(motionComponent);
            entity.AddComponent(isPhysicalComponent);
            entity.AddComponent(isCharComponent);
            entity.AddComponent(soundComponent);

            return entity;
        }