public cCollider(Rectangle r, StateMachine.iState parent) { parentState = parent; rect = r; Managers.CollisionManager.addCollider(this); Managers.CollisionManager.moveCollider(this); component = false; }
public cCollider(renderable r) { Managers.CollisionManager.addCollider(this); rRef = r; parentState = r.parentState; rect = new Rectangle((int)rRef.pos.xPos, (int)rRef.pos.yPos, rRef.getWidth(), rRef.getHeight()); component = true; }
public quad(Texture2D texture, StateMachine.iState parent) { parentState = parent; pos = new transform(); components = new List <iComponent>(); tex = texture; height = tex.height; width = tex.width; parent.addUpdater(update); }
//Construct with single texture file public quad(string textureLocation, StateMachine.iState parent) { parentState = parent; pos = new transform(); components = new List <iComponent>(); tex = Managers.TextureManager.LoadTexture(textureLocation, false); height = tex.height; width = tex.width; parent.addUpdater(update); }
public Button(string text, Texture2D background, Action onClick, MouseButton buttonToCheck, StateMachine.iState state) { this.background = new quad(background, state); this.background.doDistCulling = false; t = new text(text, state); this.background.width = t.tex.width; this.background.height = t.tex.height; this.onClick = onClick; button = buttonToCheck; Game.buttonMan.Add(this); containingState = state; }
//Construct with texture atlas and Texture ID public quad(TextureAtlas tAtlas, int id, StateMachine.iState parent) { parentState = parent; pos = new transform(); components = new List <iComponent>(); atlas = tAtlas; texID = id; tex = tAtlas.getTile(id); height = tAtlas.tilePixelHeight; width = tAtlas.tilePixelWidth; parent.addUpdater(update); }
public Button(int size, string text, Texture2D background, String toEcho, MouseButton buttonToCheck, StateMachine.iState state) { this.background = new quad(background, state); this.background.doDistCulling = false; t = new text(text, state); this.background.width = size; this.background.height = size; this.echo = toEcho; onClick = Echo; button = buttonToCheck; Game.buttonMan.Add(this); containingState = state; }
//construct a text entity based off of a letter array public text(Letter[] letters, StateMachine.iState parent) { parentState = parent; tiles = new Tile[letters.Length]; pos = new transform(); components = new List <iComponent>(); //create the tile array for (int i = 0; i < letters.Length; i++) { tiles[i] = new Tile(); tiles[i].TexID = (int)letters[i]; tiles[i].tAtlas = Game.font; } //generate the texture based off of the tile array tex = Managers.TextureManager.TextureFrom1DTileMap(tiles); textString = ""; parent.addUpdater(update); }