public void FireLoopCompleted(Vector2 pos) { Vector2 position = Camera.ConvertScreenToWorld(pos); HighlightPoint = GetHookPointFromPosition(position); }
public void willHandleHookPointReset(HookPoint h) { ////////////////////////////////////// //Has the point been marked to exit ////////////////////////////////////// if (h._isExiting) { ////////////////////////// //Add point to remove list ////////////////////////// removeHookPoints.Add(h); } else { /////////////////////////////////////////// //Set new postion for scrolling hookpoints /////////////////////////////////////////// h.Translated = true; h._hookPointBody.SetTransform(new Vector2(GameConstants.BaseTranslate, h._hookPointBody.Position.Y), 0); } }
public void AddHookPoint(HookPoint hookpoint) { HookPoints.Add(hookpoint); }
private void AddHookPoint(HookPoint hookpoint) { HookPointBody b; if (StageManager.IsFirstStage()) { ///////////////////////////////// //Set points at start position //for first stage ///////////////////////////////// b = new HookPointBody(World, hookpoint.StartingPositon, hookpoint._hookPointBodyType); } else { ///////////////////////////////// //Set points at queue postion ///////////////////////////////// b = new HookPointBody(World, hookpoint.initialPosition, hookpoint._hookPointBodyType); } CircleShape CircleShape = new CircleShape(1f, 1f); //Vertices varray = new Vertices(10); //CircleShape CircleShape = new PolygonShape(varray, 1f); Fixture fixture = b.CreateFixture(CircleShape); fixture.Body.BodyType = BodyType.Kinematic; ///////////////////////////////////////// //Check if our type should collide with //the swinger ///////////////////////////////////////// if (b._hookPointBodyType != HookPointBodyType.Bullet) { //Ignor collison fixture.IgnoreCollisionWith(swinger); } /////////////////////////////////////// //Set the created body of our hookpoint /////////////////////////////////////// hookpoint._hookPointBody = b; if (StageManager.IsFirstStage()) { ///////////////////////////// //first stage has no incoming //hookpoints, they are already //set ///////////////////////////// hookpoint._isIncoming = false; } else { ///////////////////////////// //set incoming to true ///////////////////////////// hookpoint.SetIncoming(); } /////////////////////////////// //Add hookpoints to our manager /////////////////////////////// hookpointmanager.AddHookPoint(hookpoint); }