7d3c8a9f39
+ * - AdjustUnits + * - RelativeToCamera + * - Cleaning and sorting using statements
70 lines
2.6 KiB
C#
70 lines
2.6 KiB
C#
using System;
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using Axios.Engine.Log;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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namespace Axios.Engine
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{
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public abstract class SimpleAxiosGameObject : AxiosGameObject
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{
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public Body BodyPart;
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public Vector2 Position;
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public Vector2 Origin;
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public bool ApplyConstantVelocity = false;
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public Vector2 ConstantVelocity;
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private bool _allowmousejoint = false;
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public bool AllowAutomaticMouseJoint
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{
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get { return _allowmousejoint; }
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set { _allowmousejoint = value; }
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}
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public SimpleAxiosGameObject()
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{
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AxiosLog.Instance.AddLine("[Axios Engine] - Creating SimpleAxiosGameObject " + Name, LoggingFlag.DEBUG);
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Position = new Vector2();
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}
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public override void UnloadContent(AxiosGameScreen gameScreen)
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{
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AxiosLog.Instance.AddLine("[Axios Engine] - Unloading SimpleAxiosGameObject " + Name, LoggingFlag.DEBUG);
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base.UnloadContent(gameScreen);
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gameScreen.World.RemoveBody(BodyPart);
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}
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public override void Update(AxiosGameScreen gameScreen, GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
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{
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base.Update(gameScreen, gameTime, otherScreenHasFocus, coveredByOtherScreen);
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if (ApplyConstantVelocity)
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{
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if (Math.Abs(BodyPart.LinearVelocity.X) > ConstantVelocity.X || Math.Abs(BodyPart.LinearVelocity.X) < ConstantVelocity.X)
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{
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//Figure which direction it's going and adjust
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if (Math.Abs(BodyPart.LinearVelocity.X) > BodyPart.LinearVelocity.X) //negative
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BodyPart.LinearVelocity = new Vector2(-ConstantVelocity.X, BodyPart.LinearVelocity.Y);
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else
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BodyPart.LinearVelocity = new Vector2(ConstantVelocity.X, BodyPart.LinearVelocity.Y);
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}
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if (Math.Abs(BodyPart.LinearVelocity.Y) > ConstantVelocity.Y || Math.Abs(BodyPart.LinearVelocity.Y) < ConstantVelocity.Y)
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{
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//Figure which direction it's going and adjust
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if (Math.Abs(BodyPart.LinearVelocity.Y) > BodyPart.LinearVelocity.Y) //negative
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BodyPart.LinearVelocity = new Vector2(BodyPart.LinearVelocity.X, -ConstantVelocity.Y);
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else
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BodyPart.LinearVelocity = new Vector2(BodyPart.LinearVelocity.X, ConstantVelocity.Y);
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}
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}
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}
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}
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}
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