示例#1
0
        public Character CreateCharacter(float x, float y)
        {
            var data = GameModel.Instance.Game.Content.Load<CharacterDTO>("CharacterDTO");

            // generate texture.
            const int width = 32 - 12;
            const int height = 48 - 8;
            var texture = GameModel.Instance.TextureHelper.GenerateSimpleTexture(width, height, Color.BlanchedAlmond);

            var instance = new Character(data.name, data.level)
                               {
                                   Texture = texture,
                                   Width = width,
                                   Height = height,
                                   DrawLayerType = DrawManager.DrawLayerType.Character
                               };

            instance.Body = GameModel.Instance.BodyManager.CreateCharacterBody(instance);
            instance.Position = new Vector2(x, y);
            return instance;
        }
示例#2
0
        public Body CreateCharacterBody(Character character)
        {
            Body body = BodyFactory.CreateRectangle(GameModel.Instance.World, ConvertUnits.ToSimUnits(character.Width), ConvertUnits.ToSimUnits(character.Height), 1f);
            body.FixedRotation = true;
            body.SleepingAllowed = false;
            body.Position = ConvertUnits.ToSimUnits(new Vector2(Game1.ScreenWidth / 2, 0));
            body.BodyType = BodyType.Dynamic;
            body.Restitution = 0.05f;
            body.Friction = 0f;
            body.CollisionCategories = Category.Cat2;
            body.CollidesWith = Category.Cat1;
            return body;

            /*Body body = BodyFactory.CreateBody(GameModel.Instance.World, ConvertUnits.ToSimUnits(new Vector2(Game1.ScreenWidth / 2, 0)));

            var topFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(18), ConvertUnits.ToSimUnits(2), 1f, new Vector2(0, ConvertUnits.ToSimUnits(-19)), body);
            topFixture.Friction = 0f;

            var bottomFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(18), ConvertUnits.ToSimUnits(2), 1f, new Vector2(0, ConvertUnits.ToSimUnits(19)), body);
            bottomFixture.Friction = .5f;

            var leftFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(1), ConvertUnits.ToSimUnits(38), 1f, new Vector2(ConvertUnits.ToSimUnits(-9.5), 0), body);
            leftFixture.Friction = 0;

            var rightFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(1), ConvertUnits.ToSimUnits(38), 1f, new Vector2(ConvertUnits.ToSimUnits(9.5), 0), body);
            rightFixture.Friction = 0;

            body.FixedRotation = true;
            body.SleepingAllowed = false;
            body.Restitution = 0.05f;
            body.BodyType = BodyType.Dynamic;
            body.CollisionCategories = Category.Cat2;
            body.CollidesWith = Category.Cat1;

            return body;*/
        }
示例#3
0
 public CharacterMoves(Character character)
 {
     _character = character;
     GameModel.Instance.KeyboardInput.onPressedKeys += onPressedKeysHandler;
 }