Beispiel #1
0
        void frame_KeyPressDown(Element sender, KeyEventArgs e)
        {
            switch (e.InterestingKeys[0])
            {
            case Keys.G:
                gactive = !gactive;
                if (gactive)
                {
                    PhysicsManager.AddUniversalForce(DefaultForces.Gravity);
                }
                else
                {
                    PhysicsManager.RemoveUniversalForce(DefaultForces.Gravity);
                }
                break;

            case Keys.X:
                var br = new BombRoid(new Vector2((float)MathUtils.Rand.Next(60, (int)winSize.Width - 60), winSize.Height), 25);
                br.Mass     = 100;
                br.Velocity = -1000 * Vector2.UnitY;
                br.FuseTime = .1f;
                ActiveMap.AddObject(br);
                PhysicsManager.ActiveBodies.Add(br);
                break;

            case Keys.C:
                var gr = new InertRoid(new Vector2((float)MathUtils.Rand.Next(60, (int)winSize.Width - 60), winSize.Height), 25);
                gr.Mass     = 100;
                gr.Velocity = -1000 * Vector2.UnitY;
                ActiveMap.AddObject(gr);
                PhysicsManager.ActiveBodies.Add(gr);
                break;

            case Keys.OemPeriod:
                draw = !draw;
                break;

            case Keys.Space:

                break;
            }
        }
Beispiel #2
0
        public override void Update(GameTime time)
        {
            if (!UIManager.Update(time))
            {
                base.Exit();
            }
            ActiveMap.UpdateDynamicObjects(time);
            PhysicsManager.Update(time.ElapsedGameTime.Milliseconds / 1000f);

            if (!time.IsRunningSlowly)
            {
                dint -= time.ElapsedGameTime.Milliseconds / 1000f;
                if (dint <= 0.0f)
                {
                    dynamic obj;
                    if (MathUtils.Rand.Next(0, 2) == 0)
                    {
                        obj = new BombRoid(new Vector2((float)MathUtils.Rand.Next(60, (int)winSize.Width - 60), (float)MathUtils.Rand.Next(60, (int)winSize.Height - 60)), MathUtils.Rand.Next(2, 10));
                    }
                    else
                    {
                        obj = new InertRoid(new Vector2((float)MathUtils.Rand.Next(60, (int)winSize.Width - 60), (float)MathUtils.Rand.Next(60, (int)winSize.Height - 60)), MathUtils.Rand.Next(2, 10));
                    }
                    obj.Velocity = 1000 * (float)MathUtils.Rand.NextDouble() * MathUtils.RandDirection();
                    PhysicsManager.ActiveBodies.Add(obj);
                    ActiveMap.AddObject(obj);

                    Console.WriteLine(PhysicsManager.ActiveBodies.Count.ToString() + " bodies");
                    dint = delay;
                }
            }
            else
            {
                Console.Write(PhysicsManager.ActiveBodies.Count.ToString() + " bodies     ");
                Console.WriteLine("SLOW - HIT PERIOD TO DISABLE GRFX");
                dint = 0.0f;
            }
        }
Beispiel #3
0
        public override void Reload()
        {
            winSize        = DefaultSettings.Settings["WindowSize"];
            PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10);

            PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag);
            //PhysicsManager.AddUniversalForce(DefaultForces.Gravity);

            int maxAstroids = 10;


            var    world = new List <WorldObject>();
            Random rand  = new Random();

            var player = new Player(
                new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)),
                0f);

            world.Add(player);
            PhysicsManager.ActiveBodies.Add(player);



            int nx  = 30;
            int ny  = 30;
            var rad = 4f;
            var buf = 2f;
            var pos = new Vector2(winSize.Width / 2 - nx * (2f * rad + buf) / 2f, winSize.Height / 2 - ny * (2f * rad + buf) / 2f);

            for (int xi = 0; xi < nx; xi++)
            {
                for (int yi = 0; yi < ny; yi++)
                {
                    var pert = 0.1f * buf * (float)MathUtils.Rand.NextDouble() * MathUtils.RandDirection(); //minor perturbation from perfect grid.
                    var cent = pos + new Vector2((2f * rad + buf) * xi, (2f * rad + buf) * yi) + pert;
                    var obs  = new InertRoid(cent, rad);

                    world.Add(obs);
                    PhysicsManager.ActiveBodies.Add(obs);
                }
            }



            ActiveMap = new Map(world);  // Create map from world

            // Walls -- invisible
            var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height);
            var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height);

            var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width);
            var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width);

            PhysicsManager.MapBodies.Add(w0);
            PhysicsManager.MapBodies.Add(w1);
            PhysicsManager.MapBodies.Add(w2);
            PhysicsManager.MapBodies.Add(w3);

            //
            Console.WriteLine("CONTROLS:");
            Console.WriteLine("[LCLICK] - trigger explosion");
            Console.WriteLine("[RCLICK] - infect area");
        }