Beispiel #1
0
        public override void LoadContent()
        {
            _agent = new Agent(World, new Vector2(5, 10));

            Vertices box = PolygonTools.CreateRectangle(0.5f, 0.5f);
            PolygonShape shape = new PolygonShape(box, 1);

            Vector2 x = new Vector2(-8.0f, -17.0f);
            Vector2 deltaX = new Vector2(0.5625f, 1.25f);
            Vector2 deltaY = new Vector2(1.125f, 0.0f);

            for (int i = 0; i < PyramidBaseBodyCount; ++i)
            {
                Vector2 y = x;

                for (int j = i; j < PyramidBaseBodyCount; ++j)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = y;
                    body.CreateFixture(shape);

                    y += deltaY;
                }

                x += deltaX;
            }

            base.LoadContent();
        }
        public override void LoadContent()
        {
            _agent = new Agent(World, new Vector2(5, 10));

            LoadObstacles();

            base.LoadContent();
        }
        public override void LoadContent()
        {
            _agent = new Agent(World, new Vector2(0, -10));
            _spiders = new Spider[8];

            for (int i = 0; i < _spiders.Length; i++)
            {
                _spiders[i] = new Spider(World, new Vector2(0, ((i + 1) * 3) - 7));
            }

            base.LoadContent();
        }
Beispiel #4
0
        public override void LoadContent()
        {
            //Cat1=Circles, Cat2=Rectangles, Cat3=Gears, Cat4=Stars
            _agent = new Agent(World, Vector2.Zero);

            //Collide with all but stars
            _agent.CollisionCategories = Category.All & ~Category.Cat4;
            _agent.CollidesWith = Category.All & ~Category.Cat4;

            Vector2 startPosition = new Vector2(-20, 16);
            Vector2 endPosition = new Vector2(20, 16);
            _circles = new Objects(World, startPosition, endPosition, 15, 1, ObjectType.Circle);

            //Collide with itself only
            _circles.CollisionCategories = Category.Cat1;
            _circles.CollidesWith = Category.Cat1;

            startPosition = new Vector2(-20, -16);
            endPosition = new Vector2(20, -16);
            _rectangles = new Objects(World, startPosition, endPosition, 15, 2, ObjectType.Rectangle);

            //Collides with itself only
            _rectangles.CollisionCategories = Category.Cat2;
            _rectangles.CollidesWith = Category.Cat2;

            startPosition = new Vector2(-20, -10);
            endPosition = new Vector2(-20, 10);
            _gears = new Objects(World, startPosition, endPosition, 5, 1, ObjectType.Gear);

            //Collides with stars
            _gears.CollisionCategories = Category.Cat3;
            _gears.CollidesWith = Category.Cat3 | Category.Cat4;

            startPosition = new Vector2(20, -10);
            endPosition = new Vector2(20, 10);
            _stars = new Objects(World, startPosition, endPosition, 5, 1, ObjectType.Star);

            //Collides with gears
            _stars.CollisionCategories = Category.Cat4;
            _stars.CollidesWith = Category.Cat3 | Category.Cat4;

            base.LoadContent();
        }