axiosengine/axios/Engine/SimpleAxiosGameObject.cs

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2012-03-19 23:57:59 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Axios.Engine.Log;
namespace Axios.Engine
{
public abstract class SimpleAxiosGameObject : AxiosGameObject
{
public Body BodyPart;
public Vector2 Position;
public Vector2 Origin;
public bool ApplyConstantVelocity = false;
public Vector2 ConstantVelocity;
public SimpleAxiosGameObject()
{
AxiosLog.Instance.AddLine("[Axios Engine] - Creating SimpleAxiosGameObject " + Name, LoggingFlag.DEBUG);
Position = new Vector2();
}
public override void UnloadContent(AxiosGameScreen gameScreen)
{
AxiosLog.Instance.AddLine("[Axios Engine] - Unloading SimpleAxiosGameObject " + Name, LoggingFlag.DEBUG);
base.UnloadContent(gameScreen);
gameScreen.World.RemoveBody(BodyPart);
}
public override void Update(AxiosGameScreen gameScreen, GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
{
base.Update(gameScreen, gameTime, otherScreenHasFocus, coveredByOtherScreen);
if (ApplyConstantVelocity)
{
if (Math.Abs(BodyPart.LinearVelocity.X) > ConstantVelocity.X || Math.Abs(BodyPart.LinearVelocity.X) < ConstantVelocity.X)
{
//Figure which direction it's going and adjust
if (Math.Abs(BodyPart.LinearVelocity.X) > BodyPart.LinearVelocity.X) //negative
BodyPart.LinearVelocity = new Vector2(-ConstantVelocity.X, BodyPart.LinearVelocity.Y);
else
BodyPart.LinearVelocity = new Vector2(ConstantVelocity.X, BodyPart.LinearVelocity.Y);
}
if (Math.Abs(BodyPart.LinearVelocity.Y) > ConstantVelocity.Y || Math.Abs(BodyPart.LinearVelocity.Y) < ConstantVelocity.Y)
{
//Figure which direction it's going and adjust
if (Math.Abs(BodyPart.LinearVelocity.Y) > BodyPart.LinearVelocity.Y) //negative
BodyPart.LinearVelocity = new Vector2(BodyPart.LinearVelocity.X, -ConstantVelocity.Y);
else
BodyPart.LinearVelocity = new Vector2(BodyPart.LinearVelocity.X, ConstantVelocity.Y);
}
}
}
}
}