void makeGlassBuilding() { // create textures Texture2D glass = generator.makeGlassTexture(); // number of each block int numGlass = 5; // add glass blocks to cubes list for (int i = 0; i < numGlass; i++) { // position should vary Block block = new Block(cube, Vector3.Up * 2* i, Block.Type.Glass); block.Texture = glass; block.Parent = states[GameState.Play]; block.BreakEvent += Broken; cubes.Add(block); } }
// checks if block collided with another box public bool DidCollide(Block block) { // see: http://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php?page=5 return false; }
void makeBuilding() { // create textures Texture2D glass = generator.makeGlassTexture(); Texture2D wood = generator.makeWoodTexture(); Texture2D stone = generator.makeMarbleTexture(); // number of each block int numGlass = 1; int numWood = 1; int numStone = 1; // add glass blocks to cubes list for (int i = 0; i < numGlass; i++) { // position should vary Block block = new Block(cube, Vector3.Up * 2, Block.Type.Glass); block.Texture = glass; block.Parent = states[GameState.Play]; block.BreakEvent += Broken; cubes.Add(block); } // add wood blocks to cubes list for (int i = 0; i < numWood; i++) { // position should vary Block block = new Block(cube, Vector3.Right, Block.Type.Wood); block.Texture = wood; block.Parent = states[GameState.Play]; block.BreakEvent += Broken; cubes.Add(block); } // add stone blocks to cubes list for (int i = 0; i < numStone; i++) { // position should vary Block block = new Block(cube, Vector3.Left, Block.Type.Stone); block.Texture = stone; block.Parent = states[GameState.Play]; block.BreakEvent += Broken; cubes.Add(block); } }