public SpriteObject(OBJTYPES type, Texture2D texture, Vector2 position, Vector2 velocity) { IsActive = true; _type = type; _tTexture = texture; _startPos = _vPosition = position; _oldPos = _startPos; _vVelocity = velocity; _rBoundingBox = new Rectangle(0, 0, _tTexture.Width, _tTexture.Height); }
public void AddObjectByType(OBJTYPES nType, Vector2 startPos) { switch (nType) { case OBJTYPES.PADDLE: { Paddle player1 = new Paddle(_paddleTexture, startPos); _spriteObjects.Add(player1); break; } case OBJTYPES.BRICK: { Brick brick = new Brick(_brickTexture, startPos); _spriteObjects.Add(brick); break; } case OBJTYPES.BALL: { Ball ball = new Ball(_ballTexture, startPos); _spriteObjects.Add(ball); break; } case OBJTYPES.POWERUP: { // TODO check to see if we have any inactive before creating PowerUp pUp = new PowerUp(_powerUpTexture, startPos); _spriteObjects.Add(pUp); break; } case OBJTYPES.ADDBRICK: { var bricks = GetBricks(); Brick brick = bricks.Find(a => a.GetPosition() == startPos); AddBrick ab = new AddBrick(_akuTexture, brick); _spriteObjects.Add(ab); break; } case OBJTYPES.SUBBRICK: { break; } } }