public virtual void setCollisionComponent() { GameObjectTree columnTemp = activeColumns; //columnTemp.setCollisionComponent(); while (columnTemp != null && columnTemp.getStatus() != Status.Active) { columnTemp = columnTemp.nextNode; } if (columnTemp != null) { float smallX = columnTemp.getCollisionComponent().getPosX(); float largeX = smallX; float width = columnTemp.getCollisionComponent().getWidth(); float height = columnTemp.getCollisionComponent().getHeight(); float y = columnTemp.getCollisionComponent().getPosY(); columnTemp = columnTemp.nextNode; while (columnTemp != null) { if (columnTemp.getStatus() == Status.Active) { if (height < columnTemp.getCollisionComponent().getHeight()) { height = columnTemp.getCollisionComponent().getHeight(); y = columnTemp.getCollisionComponent().getPosY(); } if (largeX < columnTemp.getCollisionComponent().getPosX()) { largeX = columnTemp.getCollisionComponent().getPosX(); } else if (smallX > columnTemp.getCollisionComponent().getPosX()) { smallX = columnTemp.getCollisionComponent().getPosX(); } columnTemp.getCollisionComponent(); } else { Console.WriteLine("hi Tree"); } columnTemp = columnTemp.nextNode; } collisionComponent.setTransformation(((largeX - smallX) / 2) + smallX, y, (largeX - smallX) + width, height); } else { currentStatus = Status.Inactive; collisionComponent.setStatus(Status.Inactive); } }
public void setStatus(Status status) { this.objectStatus = status; sprite.setStatus(status); collisionSprite.setStatus(status); }