public BasketballScene()
        {
            reset = false;

            Song bgm = Cloud.content.Load <Song>("Thats a Wrap");

            MediaPlayer.Play(bgm);
            MediaPlayer.IsRepeating = true;

            sw.Start();

            renderables        = new RenderableCollection();
            Physics.collisions = new CollisionHandler(renderables);

            toAdd    = new List <Renderable>();
            toRemove = new List <Renderable>();

            Ball = new ball(new Vector2(120, 150), this);
            renderables.Add(Ball);

            TextureStatic.Load("hoopA", @"Art");
            TextureStatic.Load("hoopB", @"Art");
            TextureStatic.Load("courtBG", @"Art");
            TextureStatic.Load("net", @"Art");
            TextureStatic.Load("net2", @"Art");
            //courtbg = new Background("court", @"Art\Backgrounds", new Vector2(-360, 110), new Vector2(-10, 0), 0.11f, true, this);
            //renderables.Add(courtbg);

            //tentacle tn = new tentacle(new Vector2(0, 0), this);
            //renderables.Add(tn);
        }
Beispiel #2
0
        /// <summary>
        /// Draws this instance.
        /// </summary>
        public override void Draw()
        {
            // Write "Paused" at the top-center of the background.
            Drawer.DrawOutlinedString(
                FontStatic.Get("defaultFont"),
                "Paused",
                this.position.Value + this.textDrawPosition,
                Color.White,
                0f,
                this.textDrawOrigin,
                1.2f,
                SpriteEffects.None,
                0.99f);

            // Draw the frame
            Drawer.Draw(
                TextureStatic.Get("BoxArtHolder"),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("BoxArtHolder"),
                1f,
                SpriteEffects.None,
                0.3f);

            if (DateTime.Now.Ticks > this.drawLagTime)
            {
                this.menu.Draw();
            }

            this.background.Draw();
        }
        public override void Draw()
        {
            base.Draw();

            // Write "Super Power Robots" at the top-center of the background.
            Drawer.DrawOutlinedString(
                FontStatic.Get("defaultFont"),
                "",
                this.position.Value + this.textDrawPosition,
                Color.White,
                0f,
                this.textDrawOrigin,
                1f,
                SpriteEffects.None,
                0.99f);

            // Draw the frame
            Drawer.Draw(
                TextureStatic.Get("BoxArtHolder"),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("BoxArtHolder"),
                1f,
                SpriteEffects.None,
                0.3f);

            this.menu.Draw();
        }
Beispiel #4
0
 public Terminal(Vector2 position, World w, string t)
     : base(TextureStatic.Get("terminal"), PhysicsShape.Rectangle, position, w)
 {
     fixture.OnCollision  += new OnCollisionEventHandler(OnCollision);
     fixture.OnSeparation += new OnSeparationEventHandler(OnSeparation);
     text = t;
 }
Beispiel #5
0
        /// <summary>
        /// Reference page contains code sample.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to Draw.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);
            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);

            ScreenContainer.LayerDepthStart = 0;
            ScreenContainer.LayerDepthEnd   = 1;
            background.Draw();

            screens.Draw();
#if DEBUG
            Drawer.Draw(
                TextureStatic.Get("tileSafeCheck"),
                Drawer.FullScreenRectangle,
                null,
                Color.White,
                0f,
                Vector2.Zero,
                SpriteEffects.None,
                1.0f);
#endif

            spriteBatch.End();
            base.Draw(gameTime);
        }
Beispiel #6
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        /// <summary>
        /// Draws this instance.
        /// </summary>
        public override void Draw()
        {
            base.Draw();

            Drawer.Draw(
                TextureStatic.Get("instructionBorder"),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("instructionBorder"),
                1f,
                SpriteEffects.None,
                0.4f);
            Drawer.Draw(
                TextureStatic.Get(this.imageName),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin(this.imageName),
                1f,
                SpriteEffects.None,
                0.5f);
        }
 public void Draw()
 {
     Drawer.Draw(
         TextureStatic.Get("background"),
         Drawer.FullScreenRectangle,
         null,
         Color.White,
         0f,
         Vector2.Zero,
         SpriteEffects.None,
         0f);
     Drawer.DrawString(
         FontStatic.Get("defaultFont"),
         "Score: " + ScoreKeeper.score.ToString(),
         new Vector2(205, 205),
         Color.White,
         0f,
         Vector2.Zero,
         0.4f,
         SpriteEffects.None,
         1f
         );
     foreach (Entity e in m_Entities.Values)
     {
         e.Draw();
     }
 }
Beispiel #8
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        /// <summary>
        /// Loads all the shared and start/title/pause screen stuff.
        /// </summary>
        public static void LoadShared()
        {
            // Box art Textures
            TextureStatic.Load("BoxArtGame1", @"Shared\BoxArt\BoxArtGame1");
            TextureStatic.Load("BoxArtGame2", @"Shared\BoxArt\BoxArtGame2");
            TextureStatic.Load("BoxArtGame3", @"Shared\BoxArt\BoxArtGame3");
            TextureStatic.Load("BoxArtGame4", @"Shared\BoxArt\BoxArtGame4");
            TextureStatic.Load("BoxArtGame5", @"Shared\BoxArt\BoxArtGame5");
            TextureStatic.Load("BoxArtHolder", @"Shared\BoxArt\BoxArtHolder");

            // Other Shared Textures
            TextureStatic.Load("TitleNameBorder", @"Shared\Art\titleNameBorder");
            TextureStatic.Load("Blank", @"Shared\Art\Blank");
            TextureStatic.Load("tileSafeCheck", @"Shared\Art\tileSafeCheck");
            TextureStatic.Load("particle1", @"DefaultBackground\particle1");
            TextureStatic.Load("checkers", @"DefaultBackground\checkers");
            TextureStatic.Load("colorSwirl", @"DefaultBackground\colorSwirl");
            TextureStatic.Load("sampleInstructions", @"Shared\Art\sampleInstructions");
            TextureStatic.Load("instructionBorder", @"Shared\Art\instructionBorder");
            TextureStatic.Load("gradient", @"Shared\Art\Gradient");

            // Audio
            GameWorld.audio.LoadSound("boxArtScroll", @"Shared\Sounds\boxArtScroll");
            GameWorld.audio.LoadSound("menuClick", @"Shared\Sounds\menuClick");
            GameWorld.audio.LoadSound("menuGoBack", @"Shared\Sounds\menuGoBack");
            GameWorld.audio.LoadSound("menuScrollDown", @"Shared\Sounds\menuScrollDown");
            GameWorld.audio.LoadSound("menuScrollUp", @"Shared\Sounds\menuScrollUp");
            GameWorld.audio.LoadSound("volumeControlDown", @"Shared\Sounds\volumeControlDown");
            GameWorld.audio.LoadSound("volumeControlUp", @"Shared\Sounds\volumeControlUp");

            // Fonts
            FontStatic.Load("defaultFont", @"Shared\Fonts\defaultFont");
            FontStatic.Load("controllerFont", @"Shared\Fonts\controllerFont");
        }
Beispiel #9
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        /// <summary>
        /// Draws this instance.
        /// </summary>
        public override void Draw()
        {
            base.Draw();

            this.background.Draw();
            Drawer.Draw(
                TextureStatic.Get("instructionBorder"),
                this.position.Value,
                null,
                Color.White,
                0f,
                TextureStatic.GetOrigin("instructionBorder"),
                1f,
                SpriteEffects.None,
                0.3f);

            if (this.viewport.Width > 0)
            {
                GameWorld.spriteBatch.End();
                Viewport previousViewport = GameWorld.spriteBatch.GraphicsDevice.Viewport;
                GameWorld.spriteBatch.GraphicsDevice.Viewport = this.viewport;
                GameWorld.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);

                Drawer.DrawOutlinedString(
                    FontStatic.Get("defaultFont"),
                    "Credits",
                    this.position.Value + this.scrollPosition.Value,
                    Color.White,
                    0f,
                    this.titleOrigin,
                    1.3f,
                    SpriteEffects.None,
                    0.8f);
                for (int i = 0; i < this.display.Count; i++)
                {
                    // Only draw if it is going to be on the screen...
                    Vector2 temp = this.position.Value + this.scrollPosition.Value + this.verticleSpacing[i];
                    if (temp.Y > -300 && temp.Y < 2220)
                    {
                        Drawer.DrawOutlinedString(
                            FontStatic.Get("defaultFont"),
                            this.display[i],
                            temp,
                            Color.White,
                            0f,
                            Vector2.Zero,
                            1f,
                            SpriteEffects.None,
                            0.8f);
                    }
                }

                GameWorld.spriteBatch.End();
                GameWorld.spriteBatch.GraphicsDevice.Viewport = previousViewport;
                GameWorld.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);
            }
        }
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="name">Player's name</param>
        /// <param name="x">Spawn point X</param>
        /// <param name="y">Spawn point Y</param>
        public Player(ContentService content, ConfigurationService config, string name, float x, float y)
        {
            _config  = config;
            _texture = content.TEXCharacter;

            Name            = name;
            X               = x;
            Y               = y;
            CollisionBounds = new Rectangle(-75, -23, 134, 42);
        }
Beispiel #11
0
        public Bomb(Vector2 position, World world, Vector2 velocity)
            : base(position, world, TextureStatic.Get("bomb").Width, TextureStatic.Get("bomb").Height)
        {
            body.BodyType = BodyType.Dynamic;
            texture       = TextureStatic.Get("bomb");
            fixture       = FixtureFactory.CreateCircle(TextureStatic.Get("bomb").Width / 2, 1, body);

            laidTime = GameClock.Now;
            world.AddBody(body);
            body.LinearVelocity = velocity;
        }
 public Background(String asset, String directory, Vector2 pos, Vector2 vel, float dep, bool wr, Object par)
 {
     TextureStatic.Load(asset, directory);
     content   = asset;
     position  = pos;
     velocity  = vel;
     parent    = par;
     depth     = dep;
     wrap      = wr;
     width     = TextureStatic.Get(asset).Width;
     halfwidth = width / 2;
 }
Beispiel #13
0
 public Explosion(Vector2 position, World world, float radius, int power)
     : base(position, world, TextureStatic.Get("solitudeExplosion").Width, TextureStatic.Get("solitudeExplosion").Height)
 {
     body.BodyType = BodyType.Kinematic;
     body.Position = position;
     this.radius   = 1f;
     maxRadius     = radius;
     this.power    = power;
     fixture       = FixtureFactory.CreateCircle(this.maxRadius, 0f, body);
     fixture.CollisionFilter.CollidesWith = Category.None;
     texture = TextureStatic.Get("solitudeExplosion");
 }
Beispiel #14
0
        // returns the set of bones used for the tentacle (sort of like a model)
        public static BoneSet GetBoneSet()
        {
            /* TODO: Complete this set */
            BoneSet b = new BoneSet();

            // Bone(Parent, Offset, Origin, Length, Width, Texture, Depth, [angle, color, alpha])

            TextureStatic.Load("fArm", @"Art/body");
            TextureStatic.Load("head1", @"Art/body");
            TextureStatic.Load("lArm", @"Art/body");
            TextureStatic.Load("lHand", @"Art/body");
            TextureStatic.Load("lowerLeg", @"Art/body");
            TextureStatic.Load("rArm", @"Art/body");
            TextureStatic.Load("rHand", @"Art/body");
            TextureStatic.Load("thigh", @"Art/body");
            TextureStatic.Load("torso", @"Art/body");

            float a = 0;
            //float b = 0;

            Bone torso  = new Bone(null, Vector2.Zero, new Vector2(160, 53), 107, 230, "torso", -0.06f);
            Bone rThigh = new Bone(torso, new Vector2(-26, 30), new Vector2(10, 30), 58, 192, "thigh", 0.02f);
            Bone lThigh = new Bone(torso, new Vector2(27, 30), new Vector2(10, 30), 58, 192, "thigh", 0.02f);
            Bone rShin  = new Bone(rThigh, new Vector2(-2, 100), new Vector2(18, 30), 110, 223, "lowerLeg", 0.02f);
            Bone lShin  = new Bone(lThigh, new Vector2(-2, 100), new Vector2(18, 30), 110, 223, "lowerLeg", 0.02f);
            Bone lArm   = new Bone(torso, new Vector2(-35, -116), new Vector2(10, 15), 35, 145, "rArm", 0.021f);
            Bone rArm   = new Bone(torso, new Vector2(42, -116), new Vector2(10, 20), 35, 145, "lArm", 0.021f);
            Bone lFore  = new Bone(lArm, new Vector2(0, 96), new Vector2(8, 12), 26, 137, "fArm", 0.0211f);
            Bone rFore  = new Bone(rArm, new Vector2(0, 96), new Vector2(8, 12), 26, 137, "fArm", 0.0211f);
            Bone lHand  = new Bone(lFore, new Vector2(-1, 90), new Vector2(3, 38), 65, 68, "lHand", 0.022f);
            Bone rHand  = new Bone(rFore, new Vector2(-1, 90), new Vector2(3, 28), 65, 68, "rHand", 0.022f);
            //scale = .5f;
            Bone head = new Bone(torso, new Vector2(0, -154), new Vector2(5, 55), 103, 116, "head1", 0.02f);

            //Bone head = new Bone(torso, new Vector2(0 , -65), new Vector2(3.25f, 35.75f), 103 , 116 , "head1", 0.02f);


            b.AddBone(torso);
            b.AddBone(rThigh);
            b.AddBone(lThigh);
            b.AddBone(rShin);
            b.AddBone(lShin);
            b.AddBone(lArm);
            b.AddBone(rArm);
            b.AddBone(lFore);
            b.AddBone(rFore);
            b.AddBone(lHand);
            b.AddBone(rHand);
            b.AddBone(head);

            return(b);
        }
Beispiel #15
0
 public override void Draw()
 {
     Drawer.Draw(
         TextureStatic.Get(textureString),
         body.Position,//new Vector2(body.Position.X - width / 2, body.Position.Y - height / 2),
         drawRectangle,
         Color.White,
         body.Rotation,
         drawOrigin,//TextureStatic.GetOrigin("solitudeWallHandHold"),
         1,
         SpriteEffects.None,
         .8f);
 }
 /// <summary>
 /// Draws this instance.
 /// </summary>
 public void Draw()
 {
     Drawer.Draw(
         TextureStatic.Get("checkers"),
         this.position,
         null,
         this.color,
         this.rotation,
         TextureStatic.GetOrigin("checkers"),
         4f,
         SpriteEffects.None,
         this.layerDepth);
 }
Beispiel #17
0
 public virtual void Draw()
 {
     Drawer.Draw(TextureStatic.Get(content),
                 position,
                 null,
                 blend,
                 rotation,
                 origin,
                 scale,
                 flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None,
                 depth
                 );
 }
Beispiel #18
0
 /// <summary>
 /// Draws the specified particle.
 /// </summary>
 /// <param name="particle">The particle.</param>
 public void Draw(Particle particle)
 {
     Drawer.Draw(
         TextureStatic.Get("particle3"),
         particle.Position,
         null,
         particle.color,
         particle.Rotation,
         TextureStatic.GetOrigin("particle3"),
         particle.Scale,
         SpriteEffects.None,
         0.11f + 0.088f * (1f - (GameClock.Now - particle.CreationTime) / Duration));
 }
Beispiel #19
0
 public Mauler(Vector2 position, World w)
     : base(position, w, TextureStatic.Get("solitudeMauler").Width, TextureStatic.Get("solitudeMauler").Height)
 {
     health               = Settings.maulerHealth;
     world                = w;
     body.BodyType        = BodyType.Dynamic;
     body.Position        = position;
     texture              = TextureStatic.Get("solitudeMauler");
     fixture              = FixtureFactory.CreateCircle(texture.Width / 2, 0.25f, body, Vector2.Zero);
     fixture.OnCollision += new OnCollisionEventHandler(OnCollision);
     world.AddBody(body);
     targetPoint = body.Position;
 }
        public override void Draw()
        {
            base.Draw();

            Drawer.Draw(
                TextureStatic.Get("winnerwinnerchickendinner"),
                new Rectangle(1920 / 2, 1080 / 2, 1520, 680),
                new Rectangle(0, 0, 1920, 1080),
                Color.White,
                0f,
                new Vector2(1920 / 2, 1080 / 2),
                SpriteEffects.None,
                0.5f);
        }
Beispiel #21
0
 public Fighter(Vector2 position, World w)
     : base(position, w, TextureStatic.Get("fighter").Width, TextureStatic.Get("fighter").Height)
 {
     this.health   = Settings.fighterHealth;
     world         = w;
     lastShot      = GameClock.Now;
     world         = w;
     body.BodyType = BodyType.Dynamic;
     body.Position = position;
     texture       = TextureStatic.Get("fighter");
     fixture       = FixtureFactory.CreateRectangle(texture.Width, texture.Height, 0.25f, Vector2.Zero, body);
     world.AddBody(body);
     targetPoint = body.Position;
 }
Beispiel #22
0
 public override void Draw()
 {
     Rendering.Drawer.DrawRectangle(screenSize, 1920f, 0, Color.LightBlue);
     ship.Draw();
     base.Draw();
     Drawer.Draw(TextureStatic.Get("solitudeBorder"),
                 borderOrigin,
                 borderSource,
                 Color.White,
                 0f,
                 Vector2.Zero,
                 Microsoft.Xna.Framework.Graphics.SpriteEffects.None,
                 1f);
 }
Beispiel #23
0
        public TyTaylor(World w, Vector2 position) :
            base(position, w, TextureStatic.Get("ty").Width, TextureStatic.Get("ty").Height)
        {
            health        = Settings.TyHealth;
            world         = w;
            lastShot      = GameClock.Now;
            body.BodyType = BodyType.Dynamic;
            body.Position = position;
            texture       = TextureStatic.Get("ty");
            fixture       = FixtureFactory.CreateRectangle(texture.Width, texture.Height, 0.25f, Vector2.Zero, body);
            world.AddBody(body);
            targetPoint = body.Position;

            fixture.OnCollision += new OnCollisionEventHandler(this.OnCollision);
        }
        public override void Draw()
        {
            Drawer.Draw(TextureStatic.Get(content),
                        position,
                        frameR,
                        blend,
                        rotation,
                        origin,
                        scale,
                        flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None,
                        depth
                        );

            //Drawer.DrawRectangle(new Rectangle((int)(position.X - origin.X), (int)(position.Y - origin.Y), (int)dimensions.X, (int)dimensions.Y), 1.0f, depth - 0.01f, Color.Red);
        }
        public void Draw()
        {
            foreach (Bone b in bones)
            {
                //if (b.Texture == "") continue;

                Drawer.Draw(
                    TextureStatic.Get(b.Texture),
                    b.Position + (Vector2.UnitY * yoffset),
                    null,
                    b.Blend,
                    flip ? (float)Math.PI - b.Angle : b.Angle,
                    flip ? new Vector2(b.Origin.X, b.Width - b.Origin.Y) : b.Origin,
                    b.Scale,
                    flip ? SpriteEffects.FlipVertically : SpriteEffects.None,
                    this.depth + b.Depth);

                //Drawer.DrawLine(b.BoundingRect[0], b.BoundingRect[1], 1.0f, 1.0f, Color.Orange);
                //Drawer.DrawLine(b.BoundingRect[1], b.BoundingRect[2], 1.0f, 1.0f, Color.Orange);
                //Drawer.DrawLine(b.BoundingRect[2], b.BoundingRect[3], 1.0f, 1.0f, Color.Orange);
                //Drawer.DrawLine(b.BoundingRect[3], b.BoundingRect[0], 1.0f, 1.0f, Color.Orange);

                //Drawer.DrawRectangle(Collision2D.BoundingRectangle(b.BoundingRect), 1.0f, 1.0f, Color.Yellow * 0.5f);

                //List<Vector2> tri1 = Collision2D.TriangleFromRectangle(b.BoundingRect, true);
                //List<Vector2> tri2 = Collision2D.TriangleFromRectangle(b.BoundingRect, false);
                //for (int i = 0; i < 3; i++)
                //{
                //    Drawer.DrawLine(tri1[i], tri1[(i + 1) % 3], 1.0f, 1.0f, Color.Pink);
                //}

                //for (int i = 0; i < 3; i++)
                //{
                //    Drawer.DrawLine(tri2[i], tri2[(i + 1) % 3], 1.0f, 1.0f, Color.Pink);
                //}
            }

            /*Drawer.DrawString(
             *  FontStatic.Get("defaultFont"),
             *  progress.ToString(),
             *  this.Origin,
             *  Color.White,
             *  0f,
             *  Vector2.Zero,
             *  1.0f,
             *  SpriteEffects.None,
             *  0.9f);*/
        }
Beispiel #26
0
 /// <summary>
 /// Draws this instance.
 /// </summary>
 public void Draw()
 {
     Drawer.Draw(
         TextureStatic.Get("gradient"),
         this.DisplayRectangle,
         null,
         Color.Blue,
         0f,
         Vector2.Zero,
         SpriteEffects.None,
         this.layerDepth);
     foreach (Hypercube hypercube in this.hypercubes)
     {
         hypercube.Draw();
     }
 }
Beispiel #27
0
        public titScene()
        {
            counter = 0;
            sw.Start();
            TextureStatic.Load("logo3", @"Art/titleScreen");
            TextureStatic.Load("bg", @"Art/titleScreen");
            TextureStatic.Load("mark", @"Art/titleScreen");
            TextureStatic.Load("pic1", @"Art/titleScreen");
            TextureStatic.Load("pic2", @"Art/titleScreen");
            TextureStatic.Load("pic3", @"Art/titleScreen");

            Song bgm = Cloud.content.Load <Song>("The Whip Theme");

            MediaPlayer.Play(bgm);
            MediaPlayer.IsRepeating = true;
        }
Beispiel #28
0
 public Sentinel(Vector2 position, Vector2 velocity, World w, int rate)
     : base(position, w, TextureStatic.Get("sentinel").Width, TextureStatic.Get("sentinel").Height)
 {
     health              = Settings.sentinelHealth;
     patrolRate          = rate;
     lastShot            = GameClock.Now;
     lastTurn            = lastShot;
     world               = w;
     body.BodyType       = BodyType.Dynamic;
     speed               = velocity;
     body.LinearVelocity = velocity;
     //body.Position = position;
     texture = TextureStatic.Get("sentinel");
     fixture = FixtureFactory.CreateRectangle(texture.Width, texture.Height, 0.25f, Vector2.Zero, body);
     world.AddBody(body);
 }
        /// <summary>
        /// Loads app's content
        /// </summary>
        public override void LoadContent( )
        {
            _fontBig      = Content.Load <SpriteFont>(Path.Combine("Fonts", "Big"));
            _fontSmall    = Content.Load <SpriteFont>(Path.Combine("Fonts", "Small"));
            _fontTiny     = Content.Load <SpriteFont>(Path.Combine("Fonts", "Tiny"));
            _fontStandard = Content.Load <SpriteFont>(Path.Combine("Fonts", "Standard"));

            TEXCharacter = new TextureStatic(Content.Load <Texture2D>(Path.Combine("Textures", "Characters", "test_texture")));
            TEXGround    = new TextureStatic(Content.Load <Texture2D>(Path.Combine("Textures", "Ground", "tile_0")));

            AUDIO_ButtonHover = Content.Load <SoundEffect>(Path.Combine("Audio", "UI", "button_menu"));

            AUDIO_Songs = new List <Tuple <GameMoodType, Song> >( )
            {
                new Tuple <GameMoodType, Song>(GameMoodType.Default, Content.Load <Song>(Path.Combine("Audio", "Music", "song_0")))
            };
        }
Beispiel #30
0
        public Player(Vector2 position, World world)
            : base(position, world, (float)Player.width, (float)Player.height)
        {
            body.BodyType = BodyType.Dynamic;
            PlayerFixture = FixtureFactory.CreateEllipse(width / 2, height / 2, 32, .2f, body);
            //PlayerFixture = FixtureFactory.CreateRectangle(width, height, .05f, Vector2.Zero, body, null);
            PlayerFixture.Restitution = .8f;
            texture = TextureStatic.Get("solitudePlayer");

            enterPosition = new Vector2(900, 830);

            Reset();

            hpBar = new HealthBar(oxygen, oxygenCap);
            fBar  = new FuelBar(fuel, fuelCap);
            //lCnt = new LivesCount();
        }