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- using System.Collections.Generic;
- using System.Text;
- using FarseerPhysics.Dynamics;
- using FarseerPhysics.Factories;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- namespace FarseerPhysics.SamplesFramework
- {
- internal class SimpleDemo9 : PhysicsGameScreen, IDemoScreen
- {
- private Border _border;
- private List<Body> _ramps;
- private Body[] _rectangle = new Body[5];
- private Sprite _rectangleSprite;
- #region IDemoScreen Members
- public string GetTitle()
- {
- return "Friction";
- }
- public string GetDetails()
- {
- StringBuilder sb = new StringBuilder();
- sb.AppendLine("This demo shows several bodys with varying friction.");
- sb.AppendLine(string.Empty);
- sb.AppendLine("GamePad:");
- 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(" - 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);
- _ramps = new List<Body>();
- _ramps.Add(BodyFactory.CreateEdge(World, new Vector2(-20f, -11.2f), new Vector2(10f, -3.8f)));
- _ramps.Add(BodyFactory.CreateEdge(World, new Vector2(12f, -5.6f), new Vector2(12f, -3.2f)));
- _ramps.Add(BodyFactory.CreateEdge(World, new Vector2(-10f, 4.4f), new Vector2(20f, -1.4f)));
- _ramps.Add(BodyFactory.CreateEdge(World, new Vector2(-12f, 2.6f), new Vector2(-12f, 5f)));
- _ramps.Add(BodyFactory.CreateEdge(World, new Vector2(-20f, 6.8f), new Vector2(10f, 11.5f)));
- float[] friction = new[] { 0.75f, 0.45f, 0.28f, 0.17f, 0.0f };
- for (int i = 0; i < 5; ++i)
- {
- _rectangle[i] = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
- _rectangle[i].BodyType = BodyType.Dynamic;
- _rectangle[i].Position = new Vector2(-18f + 5.2f * i, -13.0f + 1.282f * i);
- _rectangle[i].Friction = friction[i];
- }
- // create sprite based on body
- _rectangleSprite = new Sprite(ScreenManager.Assets.TextureFromShape(_rectangle[0].FixtureList[0].Shape,
- MaterialType.Squares,
- Color.ForestGreen, 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(_rectangleSprite.Texture,
- ConvertUnits.ToDisplayUnits(_rectangle[i].Position), null,
- Color.White, _rectangle[i].Rotation, _rectangleSprite.Origin, 1f,
- SpriteEffects.None, 0f);
- }
- ScreenManager.SpriteBatch.End();
- ScreenManager.LineBatch.Begin(Camera.SimProjection, Camera.SimView);
- for (int i = 0; i < _ramps.Count; ++i)
- {
- ScreenManager.LineBatch.DrawLineShape(_ramps[i].FixtureList[0].Shape, Color.DarkGreen);
- }
- ScreenManager.LineBatch.End();
- _border.Draw();
- base.Draw(gameTime);
- }
- }
- }
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