public void ProcessEntity() { foreach (Entity e in compatableEntitys) { Position = e.GetComponent <TransformC>(); keys = Input.keys; Vector2 velocity = new Vector2(); if (keys.Contains(Keys.D)) { velocity.X += 1f; } if (keys.Contains(Keys.A)) { velocity.X -= 1f; } if (keys.Contains(Keys.W) && Position.body.LinearVelocity.Y == 0) { velocity.Y -= 20f; } if (keys.Contains(Keys.S)) { velocity.Y += 1f; } Position.addForce(velocity); } //Console.WriteLine(Position.position.ToString()); //DRAG //PROBABLY SHOULD SPLIT THIS INTO ITS OWN SYSTEM }
public void ProcessEntity() { foreach (Entity e in compatableEntitys) { TextureC Texture = e.GetComponent <TextureC>(); TransformC Pos = e.GetComponent <TransformC>(); if (e.Active) { spriteBatch.Draw(Texture, new Rectangle((int)Pos.Position.X, (int)Pos.Position.Y, (int)(Texture.Texture.Width * Pos.Scale.X), (int)(Texture.Texture.Height * Pos.Scale.Y)), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, 0f); } } }
public void ProcessEntity() { foreach (Entity e in compatableEntitys) { TextureC = e.GetComponent <TextureC>(); Texture = TextureC.Texture; Transform = e.GetComponent <TransformC>(); float width = Texture.Width * Transform.Scale.X; float height = Texture.Height * Transform.Scale.Y; spriteBatch.Draw(Texture, new Rectangle((int)Transform.Position.X, (int)Transform.Position.Y, (int)width, (int)height), Color.White); } }
public void ProcessEntity() { //Console.WriteLine(compatableEntitys.Count); foreach (Entity e in compatableEntitys) { TextureC Texture = e.GetComponent <TextureC>(); TransformC Transform = e.GetComponent <TransformC>(); BackGroundC backGround = e.GetComponent <BackGroundC>(); Vector2 Position = new Vector2(Transform.Position.X + (camera.matrix.Translation.X * backGround.moveRatio), Transform.Position.Y); float width = Texture.Texture.Width * Transform.Scale.X; float height = Texture.Texture.Height * Transform.Scale.Y; if (graphicsDevice.Viewport.Bounds.Contains(Transform.Position.X + (camera.matrix.Translation.X * -backGround.moveRatio) + width + 50, 0) && !backGround.leftNeighbour) { entityController.CreateEntityDelayed(Texture, new TransformC(new Vector2(Transform.Position.X + width, Transform.Position.Y), new Vector2(3, 3)), new BackGroundC(backGround.moveRatio)); backGround.leftNeighbour = true; } spriteBatch.Draw(Texture.Texture, new Rectangle((int)Position.X, (int)Position.Y, (int)width, (int)height), Color.White); } }