//use the following constructor when wanting to create collisdable groups of sprites public sprite(theGame reference, String contentAssetName, float width, float height, float X, float Y, CollisionCategory collCat,CollisionCategory collWith) { asset = reference.Content.Load<Texture2D>(contentAssetName); spriteOrigin = new Vector2(asset.Width / 2f, asset.Height / 2f); this.X = X; this.Y = Y; this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, (int)width, (int)height); this.identity = identity; this.reference = reference; rectBody = BodyFactory.Instance.CreateRectangleBody(reference.ps, width, height, 1);//PHYSICS rectBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y);//PHYSICS rectGeom = GeomFactory.Instance.CreateRectangleGeom(reference.ps, rectBody, this.width, this.height);//PHYSICS rectGeom.SetBody(rectBody); rectGeom.CollisionEnabled = true; this.rectGeom.CollisionResponseEnabled = true; this.rectGeom.CollisionCategories = collCat; this.rectGeom.CollidesWith = collWith; //this.rectGeom.CollisionCategories = CollisionCategory. rectBody.Enabled = true;//PHYSICS rectGeom.OnSeparation += OnSeperation; rectGeom.OnCollision += OnCollision; reference.ps.BroadPhaseCollider.OnBroadPhaseCollision += OnBroadPhaseCollision; reference.ps.Add(rectBody); reference.ps.Add(rectGeom); }
public spriteRect(theGame reference, String contentAssetName, String identity, int width, int height, int X, int Y) : base(reference, contentAssetName, width, height, X, Y) { asset = reference.Content.Load<Texture2D>(contentAssetName); this.X = (int)(X); this.Y = (int)(Y); this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, width, height); this.identity = identity; this.reference = reference; rectBody = BodyFactory.Instance.CreateRectangleBody(reference.ps, width, height, 1);//PHYSICS rectGeom = GeomFactory.Instance.CreateRectangleGeom(rectBody, this.width, this.height);//PHYSICS rectGeom.CollisionEnabled = true; this.rectGeom.CollisionResponseEnabled = true; //this.rectGeom.CollisionCategories = CollisionCategory.Cat1; //this.rectGeom.CollidesWith = CollisionCategory.All; this.rectGeom.CollidesWith = CollisionCategory.All; rectBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y);//PHYSICS rectBody.Enabled = true;//PHYSICS reference.ps.Add(rectBody); reference.ps.Add(rectGeom); }
public spriteCircle(theGame reference, String contentAssetName, String identity, int width, int height, int X, int Y) : base(reference, contentAssetName, width, height, X, Y) { asset = reference.Content.Load <Texture2D>(contentAssetName); spriteOrigin = new Vector2(asset.Width / 2f, asset.Height / 2f); this.X = X; this.Y = Y; this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, (int)width, (int)height); this.identity = identity; this.reference = reference; rectBody = BodyFactory.Instance.CreateEllipseBody(reference.ps, (width / 2f), (height / 2f), 1); //PHYSICS rectBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y); //PHYSICS rectGeom = GeomFactory.Instance.CreateEllipseGeom(reference.ps, rectBody, (width / 2f), (height / 2f), 20); //PHYSICS rectGeom.SetBody(rectBody); rectGeom.CollisionEnabled = true; this.rectGeom.CollisionResponseEnabled = true; this.rectGeom.CollisionCategories = CollisionCategory.All; this.rectGeom.CollidesWith = CollisionCategory.All; rectBody.Enabled = true;//PHYSICS rectGeom.OnSeparation += OnSeperation; rectGeom.OnCollision += OnCollision; reference.ps.BroadPhaseCollider.OnBroadPhaseCollision += OnBroadPhaseCollision; reference.ps.Add(rectBody); reference.ps.Add(rectGeom); }
//use the following constructor when you don't want to get a sprite //from the content pipeline //pics should be in the bin\debug folder public sprite(theGame reference, int width, int height, int X, int Y, String fileName, String identity) { asset = Texture2D.FromFile(reference.graphics.GraphicsDevice, fileName, width, height); //aLoader.Load<Texture2D>("frog") as Texture2D; this.X = (int)(X); this.Y = (int)(Y); this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, width, height); this.identity = identity; this.reference = reference; rectBody = BodyFactory.Instance.CreateRectangleBody(reference.ps, width, height, 1); //PHYSICS rectGeom = GeomFactory.Instance.CreateRectangleGeom(rectBody, this.width, this.height); //PHYSICS rectGeom.CollisionEnabled = true; this.rectGeom.CollisionResponseEnabled = true; this.rectGeom.CollidesWith = CollisionCategory.All; //this.rectGeom.CollisionCategories = CollisionCategory.Cat1; //this.rectGeom.CollidesWith = CollisionCategory.All; rectBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y); //PHYSICS rectBody.Enabled = true; //PHYSICS rectGeom.OnSeparation += OnSeperation; rectGeom.OnCollision += OnCollision; reference.ps.BroadPhaseCollider.OnBroadPhaseCollision += OnBroadPhaseCollision; reference.ps.Add(rectBody); reference.ps.Add(rectGeom); }
public spriteRect(theGame reference, String contentAssetName, String identity, int width, int height, int X, int Y) : base(reference, contentAssetName, width, height, X, Y) { asset = reference.Content.Load <Texture2D>(contentAssetName); this.X = (int)(X); this.Y = (int)(Y); this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, width, height); this.identity = identity; this.reference = reference; rectBody = BodyFactory.Instance.CreateRectangleBody(reference.ps, width, height, 1); //PHYSICS rectGeom = GeomFactory.Instance.CreateRectangleGeom(rectBody, this.width, this.height); //PHYSICS rectGeom.CollisionEnabled = true; this.rectGeom.CollisionResponseEnabled = true; //this.rectGeom.CollisionCategories = CollisionCategory.Cat1; //this.rectGeom.CollidesWith = CollisionCategory.All; this.rectGeom.CollidesWith = CollisionCategory.All; rectBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y); //PHYSICS rectBody.Enabled = true; //PHYSICS reference.ps.Add(rectBody); reference.ps.Add(rectGeom); }
public sprite(theGame reference, int width, int height, int X, int Y, String fileName, String identity) { asset = Texture2D.FromFile(reference.graphics.GraphicsDevice, fileName, width, height); //aLoader.Load<Texture2D>("frog") as Texture2D; this.X = (int)(X); this.Y = (int)(Y); this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, width, height); this.identity = identity; this.reference = reference; }
// private Body _rectangleBody; //private Vector2 _origin; public sprite(theGame reference, String contentAssetName, String identity, int width, int height, int X, int Y) { asset = reference.Content.Load<Texture2D>(contentAssetName); //position = new Vector2(X, Y); this.X = (int)(X); this.Y = (int)(Y); this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, width, height); this.identity = identity; this.reference = reference; // _rectangleBody = BodyFactory.Instance.CreateRectangleBody(new PhysicsSimulator(new FarseerGames.FarseerPhysics.Mathematics.Vector2(0, 0)),width, height, 1); // _rectangleBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y); // _origin = new Vector2(width / 2f, height / 2f); }
// private Body _rectangleBody; //private Vector2 _origin; public sprite(theGame reference, String contentAssetName, String identity, int width, int height, int X, int Y) { asset = reference.Content.Load <Texture2D>(contentAssetName); //position = new Vector2(X, Y); this.X = (int)(X); this.Y = (int)(Y); this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, width, height); this.identity = identity; this.reference = reference; // _rectangleBody = BodyFactory.Instance.CreateRectangleBody(new PhysicsSimulator(new FarseerGames.FarseerPhysics.Mathematics.Vector2(0, 0)),width, height, 1); // _rectangleBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y); // _origin = new Vector2(width / 2f, height / 2f); }
public spritePolygon(theGame reference, String contentAssetName, String identity, int width, int height, int X, int Y) : base(reference, contentAssetName, width, height, X, Y) { //rectBody = BodyFactory.Instance.CreatePolygonBody(reference.ps, width/2f, 1);//PHYSICS //rectGeom = GeomFactory.Instance.CreatePolygonGeom ( (rectBody, width/2f,20);//PHYSICS rectGeom.CollisionEnabled = true; this.rectGeom.CollisionResponseEnabled = true; this.rectGeom.CollidesWith = CollisionCategory.All; //this.rectGeom.CollisionCategories = CollisionCategory.Cat1; //this.rectGeom.CollidesWith = CollisionCategory.All; rectBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y);//PHYSICS rectBody.Enabled = true;//PHYSICS reference.ps.Add(rectBody); reference.ps.Add(rectGeom); }
public spritePolygon(theGame reference, String contentAssetName, String identity, int width, int height, int X, int Y) : base(reference, contentAssetName, width, height, X, Y) { //rectBody = BodyFactory.Instance.CreatePolygonBody(reference.ps, width/2f, 1);//PHYSICS //rectGeom = GeomFactory.Instance.CreatePolygonGeom ( (rectBody, width/2f,20);//PHYSICS rectGeom.CollisionEnabled = true; this.rectGeom.CollisionResponseEnabled = true; this.rectGeom.CollidesWith = CollisionCategory.All; //this.rectGeom.CollisionCategories = CollisionCategory.Cat1; //this.rectGeom.CollidesWith = CollisionCategory.All; rectBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y); //PHYSICS rectBody.Enabled = true; //PHYSICS reference.ps.Add(rectBody); reference.ps.Add(rectGeom); }
public text(theGame game,String fontName,String data) { this.data = data; this.game = game; font = game.Content.Load<SpriteFont>(fontName); }
//use the following constructor when you don't want to get a sprite //from the content pipeline //pics should be in the bin\debug folder public sprite(theGame reference,int width, int height, int X, int Y, String fileName, String identity) { asset = Texture2D.FromFile(reference.graphics.GraphicsDevice, fileName, width,height); //aLoader.Load<Texture2D>("frog") as Texture2D; this.X = (int)(X); this.Y = (int)(Y); this.width = width; this.height = height; rectangle = new Rectangle((int)this.X, (int)this.Y, width, height); this.identity = identity; this.reference = reference; rectBody = BodyFactory.Instance.CreateRectangleBody(reference.ps, width, height, 1);//PHYSICS rectGeom = GeomFactory.Instance.CreateRectangleGeom(rectBody, this.width, this.height);//PHYSICS rectGeom.CollisionEnabled = true; this.rectGeom.CollisionResponseEnabled = true; this.rectGeom.CollidesWith = CollisionCategory.All; //this.rectGeom.CollisionCategories = CollisionCategory.Cat1; //this.rectGeom.CollidesWith = CollisionCategory.All; rectBody.Position = new FarseerGames.FarseerPhysics.Mathematics.Vector2(this.X, this.Y);//PHYSICS rectBody.Enabled = true;//PHYSICS rectGeom.OnSeparation += OnSeperation; rectGeom.OnCollision += OnCollision; reference.ps.BroadPhaseCollider.OnBroadPhaseCollision += OnBroadPhaseCollision; reference.ps.Add(rectBody); reference.ps.Add(rectGeom); }
public sound(theGame reference,String name) { this.reference =reference ; soundEffect = reference.Content.Load<SoundEffect>(name); }
public text(theGame game, String spriteFont, String data) { this.data = data; this.game = game; font = game.Content.Load <SpriteFont>(spriteFont); }
public sound(theGame reference, String name) { this.reference = reference; soundEffect = reference.Content.Load <SoundEffect>(name); }