Beispiel #1
0
        public void AddSurfBarrel(GameTime gameTime)
        {
            timeSinceLastBarrel += (float)gameTime.ElapsedGameTime.TotalSeconds;
            if (timeSinceLastBarrel >= 0.5)
            {
                Body      body;
                Animation animation;


                Texture2D texture = Content.Load <Texture2D>("barrel");
                animation       = new Animation(texture);
                animation.scale = 0.4f;
                body            = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(270 * animation.scale),
                                                              ConvertUnits.ToSimUnits(340 * animation.scale), 20f);


                body.BodyType            = BodyType.Dynamic;
                body.IsSensor            = true;
                body.CollisionCategories = Category.All;
                body.IgnoreGravity       = true;
                int y = random.Next(20, windowHeight);
                body.Position     = ConvertUnits.ToSimUnits(new Vector2(windowWidth + 100, y));
                body.OnCollision += barrelOnCollision;
                ArenaObject arenaObject = new ArenaObject(animation, body);

                surfBarrels.Add(arenaObject);
                timeSinceLastBarrel = 0;
            }
        }
Beispiel #2
0
        public void CreatePillars()
        {
            pillars = new List <ArenaObject>();


            Texture2D texture   = Content.Load <Texture2D>("pillar");
            Animation animation = new Animation(texture);

            animation.scale = 1f;

            Body body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(animation.frameWidth * animation.scale),
                                                    ConvertUnits.ToSimUnits(animation.frameHeight * animation.scale), 20f);

            body.BodyType            = BodyType.Static;
            body.Friction            = 0.8f;
            body.CollisionCategories = Category.All;

            body.Position = ConvertUnits.ToSimUnits(new Vector2(100, windowHeight - 100));

            ArenaObject arenaObject = new ArenaObject(animation, body);

            pillars.Add(arenaObject);



            texture         = Content.Load <Texture2D>("pillar");
            animation       = new Animation(texture);
            animation.scale = 1f;

            body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(animation.frameWidth * animation.scale),
                                               ConvertUnits.ToSimUnits(animation.frameHeight * animation.scale), 20f);

            body.BodyType            = BodyType.Static;
            body.Friction            = 0.8f;
            body.CollisionCategories = Category.All;

            body.Position = ConvertUnits.ToSimUnits(new Vector2(windowWidth - 100, windowHeight - 100));
            arenaObject   = new ArenaObject(animation, body);
            pillars.Add(arenaObject);
        }
Beispiel #3
0
        public void LoadObjects(int amount)
        {
            arenaObjects = new List <ArenaObject>();

            for (int i = 0; i < amount; i++)
            {
                Body      body;
                Animation animation;
                int       type = random.Next(0, 2);
                if (type == 0)
                {
                    Texture2D texture = Content.Load <Texture2D>("barrel");
                    animation       = new Animation(texture);
                    animation.scale = 0.4f;
                    body            = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(270 * animation.scale),
                                                                  ConvertUnits.ToSimUnits(340 * animation.scale), 20f);
                }
                else
                {
                    Texture2D texture = Content.Load <Texture2D>("crate");
                    animation       = new Animation(texture);
                    animation.scale = 0.25f;

                    body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(animation.frameWidth * animation.scale),
                                                       ConvertUnits.ToSimUnits(animation.frameHeight * animation.scale), 20f);
                }
                body.BodyType            = BodyType.Dynamic;
                body.Friction            = 0.8f;
                body.CollisionCategories = Category.All;
                int x = random.Next(100, windowWidth - 100);
                int y = random.Next(20, windowHeight);
                body.Position = ConvertUnits.ToSimUnits(new Vector2(x, y));
                ArenaObject arenaObject = new ArenaObject(animation, body);
                arenaObjects.Add(arenaObject);
            }
        }