Пример #1
0
        /// <summary>
        /// Creates a basic collidable tile.
        /// </summary>
        /// <param name="tile">Structure of the tile.</param>
        /// <param name="position">Position of the tile.</param>
        /// <param name="rotation">Rotation of the tile.</param>
        /// <param name="tileSize">Size of the file.</param>
        /// <param name="density">Density of the tile.</param>
        /// <returns>The created collidable tile</returns>
        public ITile CreateCollidableTile(CollidableTileStructure tile, Vector2 position, float rotation, Rectangle tileSize, float density)
        {
            ITile returnTile;

            var frontTexture = LoadTexture(tile.Texture);

            returnTile        = CreateCollidableTile(tile.CollidableType, frontTexture, position, tileSize, rotation, tile.Density);
            returnTile.TileID = tile.TileID;

            return(returnTile);
        }
Пример #2
0
        /// <summary>
        /// Trys to find a Tile in the TilesNotInUse list.
        /// Creates a new Tile if there are none free exist.
        /// </summary>
        /// <returns></returns>
        public ITile GetTile(CollidableTileStructure tileStructure, Vector2 position, Rectangle rectangleSize)
        {
            var foundTile = TilesNotInUse.Find(tile => tile.TileID == tileStructure.TileID);

            if (foundTile == null)
            {
                return(m_tileFactory.CreateCollidableTile(tileStructure, position, 0f, rectangleSize, 1f));
            }

            //Remove from the list so it wont' get re-used until it is free
            TilesNotInUse.Remove(foundTile);

            foundTile.Position = ConvertUnits.ToSimUnits(position);

            return(foundTile);
        }
        /// <summary>
        /// Creates a basic collidable tile.
        /// </summary>
        /// <param name="tile">Structure of the tile.</param>
        /// <param name="position">Position of the tile.</param>
        /// <param name="rotation">Rotation of the tile.</param>
        /// <param name="tileSize">Size of the file.</param>
        /// <param name="density">Density of the tile.</param>
        /// <returns>The created collidable tile</returns>
        public ITile CreateCollidableTile(CollidableTileStructure tile, Vector2 position, float rotation, Rectangle tileSize, float density)
        {
            ITile returnTile;

            var frontTexture = LoadTexture(tile.Texture);

            returnTile = CreateCollidableTile(tile.CollidableType, frontTexture, position, tileSize, rotation, tile.Density);
            returnTile.TileID = tile.TileID;

            return returnTile;
        }
        /// <summary>
        /// Trys to find a Tile in the TilesNotInUse list.
        /// Creates a new Tile if there are none free exist.
        /// </summary>
        /// <returns></returns>
        public ITile GetTile(CollidableTileStructure tileStructure, Vector2 position, Rectangle rectangleSize)
        {
            var foundTile = TilesNotInUse.Find(tile => tile.TileID == tileStructure.TileID);

            if (foundTile == null)
            {
                return m_tileFactory.CreateCollidableTile(tileStructure, position, 0f, rectangleSize, 1f);
            }

            //Remove from the list so it wont' get re-used until it is free
            TilesNotInUse.Remove(foundTile);

            foundTile.Position = ConvertUnits.ToSimUnits(position);

            return foundTile;
        }