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- using System.Text;
- using FarseerPhysics.Dynamics;
- using FarseerPhysics.Factories;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- namespace FarseerPhysics.SamplesFramework
- {
- internal class SimpleDemo3 : PhysicsGameScreen, IDemoScreen
- {
- private Agent _agent;
- private Border _border;
- private Sprite _obstacle;
- private Body[] _obstacles = new Body[5];
- #region IDemoScreen Members
- public string GetTitle()
- {
- return "Multiple fixtures and static bodies";
- }
- public string GetDetails()
- {
- StringBuilder sb = new StringBuilder();
- sb.AppendLine("This demo shows a single body with multiple shapes attached.");
- sb.AppendLine(string.Empty);
- sb.AppendLine("This demo also shows the use of static bodies.");
- sb.AppendLine(string.Empty);
- sb.AppendLine("GamePad:");
- sb.AppendLine(" - Rotate agent: left and right triggers");
- sb.AppendLine(" - Move agent: 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 agent: left and right arrows");
- sb.AppendLine(" - Move agent: 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 = new Vector2(0f, 20f);
- _border = new Border(World, this, ScreenManager.GraphicsDevice.Viewport);
- _agent = new Agent(World, this, new Vector2(-6.9f, -11f));
- LoadObstacles();
- SetUserAgent(_agent.Body, 1000f, 400f);
- }
- private void LoadObstacles()
- {
- for (int i = 0; i < 5; ++i)
- {
- _obstacles[i] = BodyFactory.CreateRectangle(World, 5f, 1f, 1f);
- _obstacles[i].IsStatic = true;
- _obstacles[i].Restitution = 0.2f;
- _obstacles[i].Friction = 0.2f;
- }
- _obstacles[0].Position = new Vector2(-5f, 9f);
- _obstacles[1].Position = new Vector2(15f, 6f);
- _obstacles[2].Position = new Vector2(10f, -3f);
- _obstacles[3].Position = new Vector2(-10f, -9f);
- _obstacles[4].Position = new Vector2(-17f, 0f);
- // create sprite based on body
- _obstacle = new Sprite(ScreenManager.Assets.TextureFromShape(_obstacles[0].FixtureList[0].Shape,
- MaterialType.Dots,
- Color.SandyBrown, 0.8f));
- }
- public override void Draw(GameTime gameTime)
- {
- ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View);
- for (int i = 0; i < 5; ++i)
- {
- ScreenManager.SpriteBatch.Draw(_obstacle.Texture, ConvertUnits.ToDisplayUnits(_obstacles[i].Position),
- null,
- Color.White, _obstacles[i].Rotation, _obstacle.Origin, 1f,
- SpriteEffects.None, 0f);
- }
- _agent.Draw();
- ScreenManager.SpriteBatch.End();
- _border.Draw();
- base.Draw(gameTime);
- }
- }
- }
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