| using System;␍␊ |
| using System.Collections.Generic;␍␊ |
| using System.Linq;␍␊ |
| using System.Text;␍␊ |
| ␍␊ |
| using Axios.Engine.Interfaces;␍␊ |
| using FarseerPhysics.SamplesFramework;␍␊ |
| using Microsoft.Xna.Framework;␍␊ |
| using Microsoft.Xna.Framework.Graphics;␍␊ |
| using FarseerPhysics.Dynamics;␍␊ |
| using FarseerPhysics.SamplesFramework;␍␊ |
| using Axios.Engine.Interfaces;␍␊ |
| ␍␊ |
| namespace Axios.Engine␍␊ |
| {␍␊ |
|
| {␍␊ |
| protected int _draworder;␍␊ |
| protected Texture2D Texture;␍␊ |
| //protected float _scale = 1f;␍␊ |
| public Vector2 Position = new Vector2();␍␊ |
| public Vector2 Position = new Vector2(); //set this to a property and adjust if adjustunits is true␍␊ |
| public Vector2 Origin = new Vector2();␍␊ |
| ␍␊ |
| protected Boolean _adjustunits = true;␍␊ |
| protected Boolean _relativetocamera = true;␍␊ |
| protected bool _adjustunits = true;␍␊ |
| protected bool _relativetocamera = true;␍␊ |
| ␍␊ |
| public bool AdjustUnits //if value changed - change position depending on adjusting the units␍␊ |
| {␍␊ |
| get { return _adjustunits; }␍␊ |
| set { _adjustunits = value; }␍␊ |
| }␍␊ |
| ␍␊ |
| public bool RelativeToCamera␍␊ |
| {␍␊ |
| get { return _relativetocamera; }␍␊ |
| set { _relativetocamera = value; }␍␊ |
| }␍␊ |
| ␍␊ |
| public override void LoadContent(AxiosGameScreen gameScreen)␍␊ |
| {␍␊ |
|
| ␍␊ |
| }␍␊ |
| ␍␊ |
| /*public float Scale␍␊ |
| {␍␊ |
| get { return _scale; }␍␊ |
| set { _scale = value; }␍␊ |
| }*/␍␊ |
| ␍␊ |
| public virtual void Draw(AxiosGameScreen gameScreen, GameTime gameTime)␍␊ |
| {␍␊ |
| /*#if DEBUG␍␊ |
| System.Diagnostics.Debugger.Break();␍␊ |
| #endif*/␍␊ |
| ␍␊ |
| if (_relativetocamera)␍␊ |
| gameScreen.ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, gameScreen.Camera.View);␍␊ |
| else␍␊ |