public ChestMapEntity(MapEntityData data, Vector2 position, List<Item> items) : base(data, position) { inv = new InventoryContainer(this); this.data = data; foreach (Item i in items) inv.AddNonEquippable(i); }
public CollidableMapEntity(MapEntityData mapEntityData, Vector2 position) : base(mapEntityData, position) { if (mapEntityData.Sprite != null) { this.boundingBox = mapEntityData.Sprite.Bounds; //the bounding box can be set to (temporarily, at least) the sprite bounding rectangle this.boundingBox.Location = new Point((int)position.X, (int)position.Y);//then need to move to the actual position, since the sprite is technically at (0, 0) } else { this.boundingBox = new Rectangle(); } }
public MapEntity(MapEntityData mapEntityData, Vector2 position) { this.mapEntityData = mapEntityData; this.Position = position; }
private MapEntityData CreateMapEntityData(Texture2D texture) { MapEntityData data = new MapEntityData(); data.Sprite = texture; return data; }