using System.Text; using FarseerPhysics.Dynamics; using FarseerPhysics.Factories; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace FarseerPhysics.SamplesFramework { internal class SimpleDemo1 : PhysicsGameScreen, IDemoScreen { private Border _border; private Body _rectangle; private Sprite _rectangleSprite; #region IDemoScreen Members public string GetTitle() { return "Body with a single fixture"; } public string GetDetails() { StringBuilder sb = new StringBuilder(); sb.AppendLine("This demo shows a single body with one attached fixture and shape."); sb.AppendLine("A fixture binds a shape to a body and adds material"); sb.AppendLine("properties such as density, friction, and restitution."); sb.AppendLine(string.Empty); sb.AppendLine("GamePad:"); sb.AppendLine(" - Rotate object: left and right triggers"); sb.AppendLine(" - Move object: right thumbstick"); sb.AppendLine(" - Move cursor: left thumbstick"); sb.AppendLine(" - Grab object (beneath cursor): A button"); sb.AppendLine(" - Drag grabbed object: left thumbstick"); sb.AppendLine(" - Exit to menu: Back button"); sb.AppendLine(string.Empty); sb.AppendLine("Keyboard:"); sb.AppendLine(" - Rotate Object: left and right arrows"); sb.AppendLine(" - Move Object: A,S,D,W"); sb.AppendLine(" - Exit to menu: Escape"); sb.AppendLine(string.Empty); sb.AppendLine("Mouse / Touchscreen"); sb.AppendLine(" - Grab object (beneath cursor): Left click"); sb.AppendLine(" - Drag grabbed object: move mouse / finger"); return sb.ToString(); } #endregion public override void LoadContent() { base.LoadContent(); World.Gravity = Vector2.Zero; _border = new Border(World, this, ScreenManager.GraphicsDevice.Viewport); _rectangle = BodyFactory.CreateRectangle(World, 5f, 5f, 1f); _rectangle.BodyType = BodyType.Dynamic; SetUserAgent(_rectangle, 100f, 100f); // create sprite based on body _rectangleSprite = new Sprite(ScreenManager.Assets.TextureFromShape(_rectangle.FixtureList[0].Shape, MaterialType.Squares, Color.Orange, 1f)); } public override void Draw(GameTime gameTime) { ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View); ScreenManager.SpriteBatch.Draw(_rectangleSprite.Texture, ConvertUnits.ToDisplayUnits(_rectangle.Position), null, Color.White, _rectangle.Rotation, _rectangleSprite.Origin, 1f, SpriteEffects.None, 0f); ScreenManager.SpriteBatch.End(); _border.Draw(); base.Draw(gameTime); } } }