public PlatformObject(World world, Vector2 position) { // because it's a TetrisObject we get the size and texture from the TetrisSet Vector2 size = TetrisSet.getSize(TetrisSet.Type.Tfloor); Texture2D texture = TetrisSet.getTexture(TetrisSet.Type.Tfloor); // create the real item platform = new DrawablePhysicsObject(world, texture, size, mass); platform.Position = position; platform.body.BodyType = bodyType; }
public void LoadContent(ContentManager content) { TetrisSet.LoadContent(content); font = content.Load <SpriteFont>("font"); foreach (PlayField playfield in playfields) { playfield.LoadContent(content); } }
public TetrisObject(World world, TetrisSet.Type type, Vector2 position, float rotation) { // because it's a TetrisObject we get the size and texture from the TetrisSet Vector2 size = TetrisSet.getSize(type); Texture2D texture = TetrisSet.getTexture(type); // create the real block block = new DrawablePhysicsObject(world, texture, size, mass); block.Position = position; block.body.Rotation = rotation; block.body.Friction = friction; block.body.Restitution = restitution; block.body.BodyType = bodyType; }
public void Initialize() { TetrisSet.Initialize(); var applicationView = Windows.UI.ViewManagement.ApplicationView.GetForCurrentView(); windowHeight = Convert.ToInt32(applicationView.VisibleBounds.Height); windowWidth = Convert.ToInt32(applicationView.VisibleBounds.Width); playfields = new ArrayList(); for (int i = 0; i < playFieldAmount; ++i) { Vector2 position = new Vector2(windowWidth / playFieldAmount * i, 0); Vector2 size = new Vector2(windowWidth / playFieldAmount, windowHeight); PlayField playfield = new PlayField(); playfield.Initialize(position, size); playfields.Add(playfield); } }