public ShellNormal( string name, IGameObj firer, Vector2 startPos, float startAzi, float speed ) { this.name = name; this.firer = firer; sprite = new Sprite( BaseGame.RenderEngine, BaseGame.ContentMgr, Path.Combine( Directories.ContentDirectory, texPath ), true ); sprite.SetParameters( new Vector2( 5, 0 ), startPos, 0.08f, startAzi, Color.White, LayerDepth.Shell, SpriteBlendMode.AlphaBlend ); phiUpdater = new NonInertiasColUpdater( ObjInfo, startPos, MathTools.NormalVectorFromAzi( startAzi ) * speed, startAzi, 0f, new Sprite[] { sprite } ); phiUpdater.OnOverlap += new OnCollidedEventHandler( phiUpdater_OnOverlap ); phiUpdater.OnCollied += new OnCollidedEventHandler( phiUpdater_OnCollied ); }
public ItemCommon( string name, string objClass, string script, string texPath, Vector2 texOrigin, float scale, Vector2[] keyPoints, Vector2 pos, float azi, Vector2 vel, float rotaVel ) { this.name = name; objInfo = new GameObjInfo( objClass, script ); sprite = new Sprite( BaseGame.RenderEngine, texPath, true ); sprite.SetParameters( texOrigin, pos, scale, azi, Color.White, LayerDepth.GroundObj, SpriteBlendMode.AlphaBlend ); sprite.UpdateTransformBounding(); this.keyPoints = keyPoints; phiUpdater = new NonInertiasColUpdater( objInfo, pos, vel, azi, rotaVel, new Sprite[] { sprite } ); phiUpdater.OnCollied += new OnCollidedEventHandler( phiUpdater_OnCollied ); phiUpdater.OnOverlap += new OnCollidedEventHandler( phiUpdater_OnOverlap ); }
public ShellNormal(string name, IGameObj firer, Vector2 startPos, float startAzi, float speed, string texPath, bool fromContent, Vector2 texOrignPos, float texScale) { this.name = name; this.firer = firer; if (fromContent) { sprite = new Sprite(BaseGame.RenderEngine, BaseGame.ContentMgr, texPath, true); } else { sprite = new Sprite(BaseGame.RenderEngine, texPath, true); } sprite.SetParameters(texOrignPos, startPos, texScale, startAzi, Color.White, LayerDepth.Shell, SpriteBlendMode.AlphaBlend); phiUpdater = new NonInertiasColUpdater(ObjInfo, startPos, MathTools.NormalVectorFromAzi(startAzi) * speed, startAzi, 0f, new Sprite[] { sprite }); phiUpdater.OnOverlap += new OnCollidedEventHandler(phiUpdater_OnOverlap); phiUpdater.OnCollied += new OnCollidedEventHandler(phiUpdater_OnCollied); }
private void InitializePhisical(Vector2 pos, float azi) { phisicalUpdater = new NonInertiasColUpdater(objInfo, new Sprite[] { normalSprite }); phisicalUpdater.OnCollied += new OnCollidedEventHandler(phisicalUpdater_OnCollied); phisicalUpdater.OnOverlap += new OnCollidedEventHandler(phisicalUpdater_OnOverlap); }