Example #1
0
        /// <summary>
        /// Get all entity
        /// </summary>
        /// <param name="subPathUri"></param>
        /// <returns></returns>
        private async Task <List <TEntity> > ApiGetAsync(string subPathUri = null)
        {
            List <TEntity> currentReturnCollection = null;

            if (string.IsNullOrWhiteSpace(subPathUri))
            {
                subPathUri = "/api/app/" + typeof(TEntity).Name;
            }

            try
            {
                if (_httpClient.BaseAddress == null)
                {
                    _httpClient.BaseAddress = new Uri(_configurationManager.GetValue("ApiBaseAddress"));
                }

                if (await _apiAuthentication.ExecuteLoginAsync(_httpClient) == true)
                {
                    HttpResponseMessage responseResult = _httpClient.GetAsync(subPathUri).Result;
                    responseResult.EnsureSuccessStatusCode();

                    ContentWrapper <TEntityDto> deserializedContent = JsonConvert.DeserializeObject <ContentWrapper <TEntityDto> >(await responseResult.Content.ReadAsStringAsync());

                    currentReturnCollection = _mapper.Map <List <TEntityDto>, List <TEntity> >(deserializedContent.Items);
                }
            }
            catch (Exception apiCommunicationError)
            {
                _applicationLogTools.LogError(apiCommunicationError, new Dictionary <string, dynamic> {
                    { "MethodName", "ApiGetAsync(string subPathUri = null)" }, { "ClassName", "ApiRepository " + typeof(TEntity).Name }
                });
            }

            return(currentReturnCollection);
        }
Example #2
0
        public override void LoadContent()
        {
            base.LoadContent();

            HasCursor = false;

            World.Gravity = new Vector2(0, 9.82f);

            _border = new Border(World, Lines, Framework.GraphicsDevice);

            CircleShape shape = new CircleShape(0.25f, 1);

            _grain = new Sprite(ContentWrapper.CircleTexture(0.25f, ContentWrapper.Gold, ContentWrapper.Grey));

            _circles = new Body[48];
            for (int i = 0; i < 48; i++)
            {
                _circles[i]          = BodyFactory.CreateBody(World);
                _circles[i].BodyType = BodyType.Dynamic;
                _circles[i].Position = new Vector2(-24f + 1f * i, 10f);
                _circles[i].CreateFixture(shape);
            }

            _walker = new TheoJansenWalker(World, Vector2.Zero);
        }
Example #3
0
        public IActionResult Post([FromBody] ContentWrapper filetext)
        {
            var textbytes = Encoding.ASCII.GetBytes(filetext.Content);
            var request   = WebRequest.Create($"https://file_service/api/files");

            request.Credentials   = CredentialCache.DefaultCredentials;
            request.Method        = "POST";
            request.ContentLength = textbytes.Length;

            Stream requestStream = request.GetRequestStream();

            requestStream.Write(textbytes, 0, textbytes.Length);
            requestStream.Close();

            var response = request.GetResponse();

            Console.WriteLine(((HttpWebResponse)response).StatusDescription);

            string responseFromServer = null;

            using (var responseStream = response.GetResponseStream())
            {
                StreamReader reader = new StreamReader(responseStream);
                responseFromServer = reader.ReadToEnd();
                Console.WriteLine(responseFromServer);
            }

            response.Close();

            return(Ok(responseFromServer));
        }
Example #4
0
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0f, 20f);

            _border = new Border(World, Lines, Framework.GraphicsDevice);

            _ragdoll = new Ragdoll(World, new Vector2(-20f, -10f));

            _obstacles = new Body[9];
            Vector2 stairStart = new Vector2(-23f, 0f);
            Vector2 stairDelta = new Vector2(2.5f, 1.65f);

            for (int i = 0; i < 9; i++)
            {
                _obstacles[i]          = BodyFactory.CreateRectangle(World, 5f, 1.5f, 1f, stairStart + stairDelta * i);
                _obstacles[i].BodyType = BodyType.Static;
            }

            // create sprite based on body
            _obstacle = new Sprite(ContentWrapper.TextureFromShape(_obstacles[0].FixtureList[0].Shape, "Stripe", ContentWrapper.Red, ContentWrapper.Black, ContentWrapper.Black, 1.5f));

            SetUserAgent(_ragdoll.Body, 1000f, 400f);
        }
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = Vector2.Zero;

            _border = new Border(World, LineBatch, Framework.GraphicsDevice);

            List <Vertices> tracedObject = Framework.Content.Load <List <Vertices> >("Pipeline/Object");

            //scale the vertices from graphics space to sim space
            Vector2 vertScale = new Vector2(1f / 24f);
            AABB    aabb      = new AABB();

            foreach (Vertices vertices in tracedObject)
            {
                vertices.Scale(new Vector2(1f, -1f));
                vertices.Translate(new Vector2(0f, 0f));

                var vaabb = vertices.GetAABB();
                aabb.Combine(ref vaabb);
            }
            _polygonSize = new Vector2(aabb.Width, aabb.Height);

            // Create a single body with multiple fixtures
            _compound = World.CreateCompoundPolygon(tracedObject, 1f, Vector2.Zero, 0, BodyType.Dynamic);

            SetUserAgent(_compound, 200f, 200f);
            _objectSprite = new Sprite(ContentWrapper.GetTexture("Logo"), ContentWrapper.CalculateOrigin(_compound, 24f));
        }
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = Vector2.Zero;

            _border = new Border(World, Lines, Framework.GraphicsDevice);
            for (int i = 0; i < 3; i++)
            {
                _breakableCookie[i]                   = Framework.Content.Load <BodyContainer>("Pipeline/BreakableBody")["Cookie"].CreateBreakable(World);
                _breakableCookie[i].Strength          = 120f;
                _breakableCookie[i].MainBody.Position = new Vector2(-20.33f + 15f * i, -5.33f);
            }

            _breakableSprite = new List <Sprite>();
            List <Texture2D> textures = ContentWrapper.BreakableTextureFragments(_breakableCookie[0], "Cookie");

            for (int i = 0; i < _breakableCookie[0].Parts.Count; i++)
            {
                AABB      bounds;
                Transform transform;
                _breakableCookie[0].Parts[i].Body.GetTransform(out transform);
                _breakableCookie[0].Parts[i].Shape.ComputeAABB(out bounds, ref transform, 0);
                Vector2 origin = ConvertUnits.ToDisplayUnits(_breakableCookie[0].Parts[i].Body.Position - bounds.LowerBound);
                _breakableSprite.Add(new Sprite(textures[i], origin));
            }
            _completeSprite = new Sprite(ContentWrapper.GetTexture("Cookie"), Vector2.Zero);
        }
Example #7
0
        public Agent(World world, Vector2 position)
        {
            _collidesWith        = Category.All;
            _collisionCategories = Category.All;

            Body          = BodyFactory.CreateBody(world, position);
            Body.BodyType = BodyType.Dynamic;

            //Center
            FixtureFactory.AttachCircle(0.5f, 0.5f, Body);

            //Left arm
            FixtureFactory.AttachRectangle(1.5f, 0.4f, 1f, new Vector2(-1f, 0f), Body);
            FixtureFactory.AttachCircle(0.5f, 0.5f, Body, new Vector2(-2f, 0f));

            //Right arm
            FixtureFactory.AttachRectangle(1.5f, 0.4f, 1f, new Vector2(1f, 0f), Body);
            FixtureFactory.AttachCircle(0.5f, 0.5f, Body, new Vector2(2f, 0f));

            //Top arm
            FixtureFactory.AttachRectangle(0.4f, 1.5f, 1f, new Vector2(0f, 1f), Body);
            FixtureFactory.AttachCircle(0.5f, 0.5f, Body, new Vector2(0f, 2f));

            //Bottom arm
            FixtureFactory.AttachRectangle(0.4f, 1.5f, 1f, new Vector2(0f, -1f), Body);
            FixtureFactory.AttachCircle(0.5f, 0.5f, Body, new Vector2(0f, -2f));

            //GFX
            _box  = new Sprite(ContentWrapper.PolygonTexture(PolygonUtils.CreateRectangle(1.75f, 0.2f), Color.White, ContentWrapper.Black));
            _knob = new Sprite(ContentWrapper.CircleTexture(0.5f, "Square", ContentWrapper.Black, ContentWrapper.Gold, ContentWrapper.Black, 1f));

            _offset = ConvertUnits.ToDisplayUnits(2f);
        }
Example #8
0
        public Pyramid(World world, Vector2 position, int count, float density)
        {
            Vertices     rect  = PolygonUtils.CreateRectangle(0.5f, 0.5f);
            PolygonShape shape = new PolygonShape(rect, density);

            Vector2 rowStart = position;

            rowStart.Y -= 0.5f + count * 1.1f;

            Vector2     deltaRow = new Vector2(-0.625f, 1.1f);
            const float spacing  = 1.25f;

            // Physics
            _boxes = new List <Body>();

            for (int i = 0; i < count; i++)
            {
                Vector2 pos = rowStart;

                for (int j = 0; j < i + 1; j++)
                {
                    Body body = BodyFactory.CreateBody(world);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = pos;
                    body.CreateFixture(shape);
                    _boxes.Add(body);

                    pos.X += spacing;
                }
                rowStart += deltaRow;
            }

            //GFX
            _box = new Sprite(ContentWrapper.PolygonTexture(rect, "Square", ContentWrapper.Blue, ContentWrapper.Gold, ContentWrapper.Black, 1f));
        }
Example #9
0
        public override void LoadContent()
        {
            base.LoadContent();

            LoadOptions();

            Viewport viewport = Framework.GraphicsDevice.Viewport;

            _font      = ContentWrapper.GetFont("MenuFont");
            _checkmark = ContentWrapper.GetTexture("Checkmark");

            _optionStart   = (viewport.Height - (_optionEntries.Count - 1) * (_optionEntrySize.Y + EntrySpacer)) / 2f;
            _optionSpacing = _optionEntrySize.Y + EntrySpacer;

            for (int i = 0; i < _optionEntries.Count; i++)
            {
                _optionEntries[i].InitializePosition(new Vector2(viewport.Width / 2f, _optionStart + _optionSpacing * i));
            }

            // The background includes a border somewhat larger than the text itself.
            _topLeft.X     = viewport.Width / 2f - _optionEntrySize.X / 2f - HorizontalPadding;
            _topLeft.Y     = _optionStart - _optionEntrySize.Y / 2f - VerticalPadding;
            _bottomRight.X = viewport.Width / 2f + _optionEntrySize.X / 2f + HorizontalPadding;
            _bottomRight.Y = _optionStart + (_optionEntries.Count - 1) * _optionSpacing + _optionEntrySize.Y / 2f + VerticalPadding;
        }
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = Vector2.Zero;

            _border = new Border(World, LineBatch, Framework.GraphicsDevice);

            Vertices rectangle1 = PolygonTools.CreateRectangle(_rectangleSize.X / 2f, _rectangleSize.Y / 2f);
            Vertices rectangle2 = PolygonTools.CreateRectangle(_rectangleSize.X / 2f, _rectangleSize.Y / 2f);

            rectangle1.Translate(-_offset);
            rectangle2.Translate(_offset);

            List <Vertices> vertices = new List <Vertices>(2);

            vertices.Add(rectangle1);
            vertices.Add(rectangle2);

            _rectangles          = World.CreateCompoundPolygon(vertices, 1f);
            _rectangles.BodyType = BodyType.Dynamic;

            SetUserAgent(_rectangles, 200f, 200f);

            // create sprite based on rectangle fixture
            _rectangleSprite = new Sprite(ContentWrapper.PolygonTexture(rectangle1, "Square", ContentWrapper.Blue, ContentWrapper.Gold, ContentWrapper.Black, 1f, 24f));
        }
Example #11
0
        public Agent(World world, Vector2 position)
        {
            _collidesWith        = Category.All;
            _collisionCategories = Category.All;

            _agentBody          = world.CreateBody(position);
            _agentBody.BodyType = BodyType.Dynamic;

            //Center
            _agentBody.CreateCircle(0.5f, 0.5f);

            //Left arm
            _agentBody.CreateRectangle(1.5f, 0.4f, 1f, new Vector2(-1f, 0f));
            _agentBody.CreateCircle(0.5f, 0.5f, new Vector2(-2f, 0f));

            //Right arm
            _agentBody.CreateRectangle(1.5f, 0.4f, 1f, new Vector2(1f, 0f));
            _agentBody.CreateCircle(0.5f, 0.5f, new Vector2(2f, 0f));

            //Top arm
            _agentBody.CreateRectangle(0.4f, 1.5f, 1f, new Vector2(0f, 1f));
            _agentBody.CreateCircle(0.5f, 0.5f, new Vector2(0f, 2f));

            //Bottom arm
            _agentBody.CreateRectangle(0.4f, 1.5f, 1f, new Vector2(0f, -1f));
            _agentBody.CreateCircle(0.5f, 0.5f, new Vector2(0f, -2f));

            //GFX
            _box  = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateRectangle(2.5f / 2f, 0.4f / 2f), Color.White, ContentWrapper.Black, 24f));
            _knob = new Sprite(ContentWrapper.CircleTexture(0.5f, "Square", ContentWrapper.Black, ContentWrapper.Gold, ContentWrapper.Black, 1f, 24f));

            _offset = 2f;
        }
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0f, -20f);

            _border = new Border(World, LineBatch, Framework.GraphicsDevice);

            _ramps = World.CreateBody();
            _ramps.CreateEdge(new Vector2(-20f, 11.2f), new Vector2(10f, 3.8f));
            _ramps.CreateEdge(new Vector2(12f, 5.6f), new Vector2(12f, 3.2f));

            _ramps.CreateEdge(new Vector2(-10f, -4.4f), new Vector2(20f, 1.4f));
            _ramps.CreateEdge(new Vector2(-12f, -2.6f), new Vector2(-12f, -5f));

            _ramps.CreateEdge(new Vector2(-20f, -6.8f), new Vector2(10f, -11.5f));

            float[] friction = { 0.75f, 0.45f, 0.28f, 0.17f, 0.0f };
            for (int i = 0; i < 5; i++)
            {
                _rectangle[i]          = World.CreateRectangle(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].SetFriction(friction[i]);
            }

            // create sprite based on body
            _rectangleSprite = new Sprite(ContentWrapper.TextureFromShape(_rectangle[0].FixtureList[0].Shape, "Square", ContentWrapper.Green, ContentWrapper.Lime, ContentWrapper.Black, 1f, 24f));
        }
Example #13
0
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0f, 20f);

            _border = new Border(World, Lines, Framework.GraphicsDevice);

            _agent = new Agent(World, new Vector2(-6.9f, -11f));

            // Obstacles
            for (int i = 0; i < 5; i++)
            {
                _obstacles[i]             = BodyFactory.CreateRectangle(World, 5f, 1f, 1f);
                _obstacles[i].BodyType    = BodyType.Static;
                _obstacles[i].Restitution = 0.2f;
                _obstacles[i].Friction    = 0.2f;
            }

            _obstacles[0].Position = new Vector2(-5f, 9f);
            _obstacles[1].Position = new Vector2(15f, 6f);
            _obstacles[2].Position = new Vector2(10f, -3f);
            _obstacles[3].Position = new Vector2(-10f, -9f);
            _obstacles[4].Position = new Vector2(-17f, 0f);

            // create sprite based on body
            _obstacle = new Sprite(ContentWrapper.TextureFromShape(_obstacles[0].FixtureList[0].Shape, "Stripe", ContentWrapper.Gold, ContentWrapper.Black, ContentWrapper.Black, 1.5f));

            SetUserAgent(_agent.Body, 1000f, 400f);
        }
Example #14
0
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = Vector2.Zero;

            _border = new Border(World, Lines, Framework.GraphicsDevice);

            Vertices rectangle1 = PolygonUtils.CreateRectangle(2f, 2f);
            Vertices rectangle2 = PolygonUtils.CreateRectangle(2f, 2f);

            Vector2 translation = new Vector2(-2f, 0f);

            rectangle1.Translate(ref translation);
            translation = new Vector2(2f, 0f);
            rectangle2.Translate(ref translation);

            List <Vertices> vertices = new List <Vertices>(2);

            vertices.Add(rectangle1);
            vertices.Add(rectangle2);

            _rectangles          = BodyFactory.CreateCompoundPolygon(World, vertices, 1f);
            _rectangles.BodyType = BodyType.Dynamic;

            SetUserAgent(_rectangles, 200f, 200f);

            // create sprite based on rectangle fixture
            _rectangleSprite = new Sprite(ContentWrapper.PolygonTexture(rectangle1, "Square", ContentWrapper.Blue, ContentWrapper.Gold, ContentWrapper.Black, 1f));
            _offset          = new Vector2(ConvertUnits.ToDisplayUnits(2f), 0f);
        }
        /// <summary>
        /// Loads graphics content for this screen. The background texture is quite
        /// big, so we use our own local ContentManager to load it. This allows us
        /// to unload before going from the menus into the game itself, wheras if we
        /// used the shared ContentManager provided by the Game class, the content
        /// would remain loaded forever.
        /// </summary>
        public override void LoadContent()
        {
            _logoTexture = ContentWrapper.GetTexture("Logo");
            Viewport viewport = Framework.GraphicsDevice.Viewport;

            _logoPosition = new Vector2((viewport.Width - _logoTexture.Width) / 2f - 100f, (viewport.Height - _logoTexture.Height) / 2f);
        }
Example #16
0
        private void PrintPageInfo(
            Page page,
            int index
            )
        {
            // 1. Showing basic page information...
            Console.WriteLine(" Index (calculated): " + page.Index + " (should be " + index + ")");
            Console.WriteLine(" ID: " + ((PdfReference)page.BaseObject).Id);
            PdfDictionary pageDictionary = page.BaseDataObject;

            Console.WriteLine(" Dictionary entries:");
            foreach (KeyValuePair <PdfName, PdfDirectObject> entry in pageDictionary)
            {
                Console.WriteLine("  " + entry.Key.Value + " = " + entry.Value);
            }

            // 2. Showing page contents information...
            ContentWrapper contents = page.Contents;

            Console.WriteLine(" Content objects count: " + contents.Count);
            Console.WriteLine(" Content head:");
            PrintContentObjects(contents, 0, 0);

            // 3. Showing page resources information...
            {
                Resources resources = page.Resources;
                Console.WriteLine(" Resources:");
                try { Console.WriteLine("  Font count: " + resources.Fonts.Count); } catch { }
                try { Console.WriteLine("  XObjects count: " + resources.XObjects.Count); } catch { }
                try { Console.WriteLine("  ColorSpaces count: " + resources.ColorSpaces.Count); } catch { }
            }
        }
Example #17
0
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0f, 20f);

            _ramps = BodyFactory.CreateBody(World);
            FixtureFactory.AttachEdge(new Vector2(-20f, -11.2f), new Vector2(10f, -3.8f), _ramps);
            FixtureFactory.AttachEdge(new Vector2(12f, -5.6f), new Vector2(12f, -3.2f), _ramps);

            FixtureFactory.AttachEdge(new Vector2(-10f, 4.4f), new Vector2(20f, -1.4f), _ramps);
            FixtureFactory.AttachEdge(new Vector2(-12f, 2.6f), new Vector2(-12f, 5f), _ramps);

            FixtureFactory.AttachEdge(new Vector2(-20f, 6.8f), new Vector2(10f, 11.5f), _ramps);

            float[] friction = { 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(ContentWrapper.TextureFromShape(_rectangle[0].FixtureList[0].Shape, "Square", ContentWrapper.Green, ContentWrapper.Lime, ContentWrapper.Black, 1f));
        }
Example #18
0
        private void CreateLegTextures()
        {
            Vector2 p1 = new Vector2(-5.4f, -6.1f);
            Vector2 p2 = new Vector2(-7.2f, -1.2f);
            Vector2 p3 = new Vector2(-4.3f, -1.9f);
            Vector2 p4 = Vector2.Zero;
            Vector2 p5 = new Vector2(-2.9f, 0.7f);
            Vector2 p6 = new Vector2(0.6f, 2.9f);

            _leftShoulder        = new Sprite(ContentWrapper.PolygonTexture(new[] { p4, p5, p6 }, Color.White * 0.6f, ContentWrapper.Black, 24f));
            _leftShoulder.Origin = ContentWrapper.CalculateOrigin(_leftShoulders[0], 24f);

            _leftLeg        = new Sprite(ContentWrapper.PolygonTexture(new[] { p1, p3, p2 }, Color.White * 0.6f, ContentWrapper.Black, 24f));
            _leftLeg.Origin = ContentWrapper.CalculateOrigin(_leftLegs[0], 24f);

            p1.X *= -1f;
            p2.X *= -1f;
            p3.X *= -1f;
            p5.X *= -1f;
            p6.X *= -1f;

            _rightShoulder        = new Sprite(ContentWrapper.PolygonTexture(new[] { p4, p6, p5 }, Color.White * 0.6f, ContentWrapper.Black, 24f));
            _rightShoulder.Origin = ContentWrapper.CalculateOrigin(_rightShoulders[0], 24f);

            _rightLeg        = new Sprite(ContentWrapper.PolygonTexture(new[] { p1, p2, p3 }, Color.White * 0.6f, ContentWrapper.Black, 24f));
            _rightLeg.Origin = ContentWrapper.CalculateOrigin(_rightLegs[0], 24f);
        }
Example #19
0
        public Objects(World world, Vector2 startPosition, Vector2 endPosition, int count, float radius, ObjectType type, float toothHeight = 1f)
        {
            _bodyRadius = radius;
            BodyList    = new List <Body>(count);


            for (int i = 0; i < count; i++)
            {
                switch (type)
                {
                case ObjectType.Circle:
                    BodyList.Add(world.CreateCircle(radius, 1f));
                    break;

                case ObjectType.Rectangle:
                    BodyList.Add(world.CreateRectangle(radius, radius, 1f));
                    _bodyRadius = radius / 2f;
                    break;

                case ObjectType.Star:
                    BodyList.Add(world.CreateGear(radius, 10, 0f, toothHeight, 1f));
                    _bodyRadius = radius * 2.7f;
                    break;

                case ObjectType.Gear:
                    BodyList.Add(world.CreateGear(radius, 10, 100f, toothHeight, 1f));
                    _bodyRadius = radius * 2.7f;
                    break;
                }
            }

            for (int i = 0; i < BodyList.Count; i++)
            {
                Body body = BodyList[i];
                body.BodyType = BodyType.Dynamic;
                body.Position = Vector2.Lerp(startPosition, endPosition, i / (float)(count - 1));
                body.SetRestitution(0.7f);
                body.SetFriction(0.2f);
            }

            //GFX
            switch (type)
            {
            case ObjectType.Circle:
                _object = new Sprite(ContentWrapper.CircleTexture(radius, ContentWrapper.Gold, ContentWrapper.Grey, 24f));
                break;

            case ObjectType.Rectangle:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateRectangle(radius / 2f, radius / 2f), ContentWrapper.Red, ContentWrapper.Grey, 24f));
                break;

            case ObjectType.Star:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateGear(radius, 10, 0f, toothHeight), ContentWrapper.Brown, ContentWrapper.Black, 24f));
                break;

            case ObjectType.Gear:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateGear(radius, 10, 100f, toothHeight), ContentWrapper.Orange, ContentWrapper.Grey, 24f));
                break;
            }
        }
Example #20
0
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0f, 20f);

            _border = new Border(World, Lines, Framework.GraphicsDevice);

            _obstacles = new Body(World);
            FixtureFactory.AttachEdge(new Vector2(-16f, -1f), new Vector2(-14f, 1f), _obstacles);
            FixtureFactory.AttachEdge(new Vector2(-14f, 1f), new Vector2(-12f, -1f), _obstacles);

            FixtureFactory.AttachEdge(new Vector2(14f, -1f), new Vector2(12f, 5f), _obstacles);
            FixtureFactory.AttachEdge(new Vector2(14f, -1f), new Vector2(16f, 5f), _obstacles);

            _angleBody[0]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _angleBody[0].BodyType = BodyType.Dynamic;
            _angleBody[0].Friction = 0.7f;
            _angleBody[0].Position = new Vector2(-15f, -5f);
            _angleBody[1]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _angleBody[1].BodyType = BodyType.Dynamic;
            _angleBody[1].Friction = 0.7f;
            _angleBody[1].Position = new Vector2(-18f, 5f);
            _angleBody[2]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _angleBody[2].BodyType = BodyType.Dynamic;
            _angleBody[2].Friction = 0.7f;
            _angleBody[2].Position = new Vector2(-10f, 5f);

            World.AddJoint(new AngleJoint(_angleBody[0], _angleBody[1]));
            World.AddJoint(new AngleJoint(_angleBody[0], _angleBody[2]));

            _distanceBody[0]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _distanceBody[0].BodyType = BodyType.Dynamic;
            _distanceBody[0].Friction = 0.7f;
            _distanceBody[0].Position = new Vector2(11.5f, -4f);
            _distanceBody[1]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _distanceBody[1].BodyType = BodyType.Dynamic;
            _distanceBody[1].Friction = 0.7f;
            _distanceBody[1].Position = new Vector2(16.5f, -4f);
            _distanceBody[2]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _distanceBody[2].BodyType = BodyType.Dynamic;
            _distanceBody[2].Friction = 0.7f;
            _distanceBody[2].Position = new Vector2(11.5f, -6f);
            _distanceBody[3]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _distanceBody[3].BodyType = BodyType.Dynamic;
            _distanceBody[3].Friction = 0.7f;
            _distanceBody[3].Position = new Vector2(16.5f, -6f);

            DistanceJoint softDistance = new DistanceJoint(_distanceBody[0], _distanceBody[1], Vector2.Zero, Vector2.Zero, false);

            softDistance.DampingRatio = 0.3f;
            softDistance.Frequency    = 5f;
            World.AddJoint(softDistance);
            World.AddJoint(new DistanceJoint(_distanceBody[2], _distanceBody[3], Vector2.Zero, Vector2.Zero, false));

            // create sprites based on bodies
            _angleCube    = new Sprite(ContentWrapper.TextureFromShape(_angleBody[0].FixtureList[0].Shape, "Square", ContentWrapper.Gold, ContentWrapper.Orange, ContentWrapper.Grey, 1f));
            _distanceCube = new Sprite(ContentWrapper.TextureFromShape(_distanceBody[0].FixtureList[0].Shape, "Stripe", ContentWrapper.Red, ContentWrapper.Blue, ContentWrapper.Grey, 4f));
        }
Example #21
0
        public void LoadContent(Viewport viewport)
        {
            Texture2D cursorTexture;

            cursorTexture = ContentWrapper.GetTexture("Cursor");
            _cursorSprite = new Sprite(cursorTexture, Vector2.One);
            _viewport     = viewport;
        }
Example #22
0
 private void RemoveContent(ContentWrapper contentWrapper)
 {
     Contract.Requires(contentWrapper != null);
     Util.ThrowUnless(!_content.Contains(contentWrapper), "The content wrapper should already be removed");
     Util.ThrowUnless(_contentElement != null && _contentElement.Children.Contains(contentWrapper));
     contentWrapper.ClearChild();
     _contentElement.Children.Remove(contentWrapper);
 }
Example #23
0
    private void addContentWrapper(string txt, Texture image)
    {
        appearColor.a = 0;
        ContentWrapper wrapper = new ContentWrapper(txt, image, msgStyle, contentWidth);

        contents.Add(wrapper);
        contentHeight += wrapper.getContentHeight();
    }
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0f, 20f);

            _obstacles = BodyFactory.CreateBody(World);
            FixtureFactory.AttachEdge(new Vector2(-16f, -1f), new Vector2(-14f, 1f), _obstacles);
            FixtureFactory.AttachEdge(new Vector2(-14f, 1f), new Vector2(-12f, -1f), _obstacles);

            FixtureFactory.AttachEdge(new Vector2(14f, -1f), new Vector2(12f, 5f), _obstacles);
            FixtureFactory.AttachEdge(new Vector2(14f, -1f), new Vector2(16f, 5f), _obstacles);

            _angleBody[0]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _angleBody[0].BodyType = BodyType.Dynamic;
            _angleBody[0].Friction = 0.7f;
            _angleBody[0].Position = new Vector2(-15f, -5f);
            _angleBody[1]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _angleBody[1].BodyType = BodyType.Dynamic;
            _angleBody[1].Friction = 0.7f;
            _angleBody[1].Position = new Vector2(-18f, 5f);
            _angleBody[2]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _angleBody[2].BodyType = BodyType.Dynamic;
            _angleBody[2].Friction = 0.7f;
            _angleBody[2].Position = new Vector2(-10f, 5f);

            World.AddJoint(new AngleJoint(_angleBody[0], _angleBody[1]));
            World.AddJoint(new AngleJoint(_angleBody[0], _angleBody[2]));

            _distanceBody[0]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _distanceBody[0].BodyType = BodyType.Dynamic;
            _distanceBody[0].Friction = 0.7f;
            _distanceBody[0].Position = new Vector2(11.5f, -4f);
            _distanceBody[1]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _distanceBody[1].BodyType = BodyType.Dynamic;
            _distanceBody[1].Friction = 0.7f;
            _distanceBody[1].Position = new Vector2(16.5f, -4f);
            _distanceBody[2]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _distanceBody[2].BodyType = BodyType.Dynamic;
            _distanceBody[2].Friction = 0.7f;
            _distanceBody[2].Position = new Vector2(11.5f, -6f);
            _distanceBody[3]          = BodyFactory.CreateRectangle(World, 1.5f, 1.5f, 1f);
            _distanceBody[3].BodyType = BodyType.Dynamic;
            _distanceBody[3].Friction = 0.7f;
            _distanceBody[3].Position = new Vector2(16.5f, -6f);

            DistanceJoint softDistance = new DistanceJoint(_distanceBody[0], _distanceBody[1], Vector2.Zero, Vector2.Zero);

            JointHelper.LinearStiffness(5f, 0.3f, softDistance.BodyA, softDistance.BodyB, out var stiffness, out var damping);
            softDistance.Damping   = damping;
            softDistance.Stiffness = stiffness;
            World.AddJoint(softDistance);
            World.AddJoint(new DistanceJoint(_distanceBody[2], _distanceBody[3], Vector2.Zero, Vector2.Zero));

            // create sprites based on bodies
            _angleCube    = new Sprite(ContentWrapper.TextureFromShape(_angleBody[0].FixtureList[0].Shape, "Square", ContentWrapper.Gold, ContentWrapper.Orange, ContentWrapper.Grey, 1f));
            _distanceCube = new Sprite(ContentWrapper.TextureFromShape(_distanceBody[0].FixtureList[0].Shape, "Stripe", ContentWrapper.Red, ContentWrapper.Blue, ContentWrapper.Grey, 4f));
        }
Example #25
0
        public Objects(World world, Vector2 startPosition, Vector2 endPosition, int count, float radius, ObjectType type)
        {
            _bodies             = new List <Body>(count);
            CollidesWith        = Category.All;
            CollisionCategories = Category.All;

            // Physics
            for (int i = 0; i < count; i++)
            {
                switch (type)
                {
                case ObjectType.Circle:
                    _bodies.Add(BodyFactory.CreateCircle(world, radius, 1f));
                    break;

                case ObjectType.Rectangle:
                    _bodies.Add(BodyFactory.CreateRectangle(world, radius, radius, 1f));
                    break;

                case ObjectType.Star:
                    _bodies.Add(BodyFactory.CreateGear(world, radius, 10, 0f, 1f, 1f));
                    break;

                case ObjectType.Gear:
                    _bodies.Add(BodyFactory.CreateGear(world, radius, 10, 100f, 1f, 1f));
                    break;
                }
            }

            for (int i = 0; i < _bodies.Count; i++)
            {
                Body body = _bodies[i];
                body.BodyType    = BodyType.Dynamic;
                body.Position    = Vector2.Lerp(startPosition, endPosition, i / (float)(count - 1));
                body.Restitution = 0.7f;
                body.Friction    = 0.2f;
            }

            //GFX
            switch (type)
            {
            case ObjectType.Circle:
                _object = new Sprite(ContentWrapper.CircleTexture(radius, ContentWrapper.Gold, ContentWrapper.Grey));
                break;

            case ObjectType.Rectangle:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateRectangle(radius / 2f, radius / 2f), ContentWrapper.Red, ContentWrapper.Grey));
                break;

            case ObjectType.Star:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateGear(radius, 10, 0f, 1f), ContentWrapper.Brown, ContentWrapper.Black));
                break;

            case ObjectType.Gear:
                _object = new Sprite(ContentWrapper.PolygonTexture(PolygonTools.CreateGear(radius, 10, 100f, 1f), ContentWrapper.Orange, ContentWrapper.Grey));
                break;
            }
        }
        public override void LoadContent()
        {
            base.LoadContent();

            World.Gravity = new Vector2(0, 9.82f);

            _border = new Border(World, Lines, Framework.GraphicsDevice);

            // Bridge
            // We make a path using 2 points.
            Path bridgePath = new Path();

            bridgePath.Add(new Vector2(-15, 5));
            bridgePath.Add(new Vector2(15, 5));
            bridgePath.Closed = false;

            Vertices     box   = PolygonTools.CreateRectangle(0.125f, 0.5f);
            PolygonShape shape = new PolygonShape(box, 20);

            _bridgeBodies = PathManager.EvenlyDistributeShapesAlongPath(World, bridgePath, shape, BodyType.Dynamic, 29);

            // Attach the first and last fixtures to the world
            Body anchor = new Body(World, Vector2.Zero);

            anchor.BodyType = BodyType.Static;
            World.AddJoint(new RevoluteJoint(_bridgeBodies[0], anchor, _bridgeBodies[0].Position - new Vector2(0.5f, 0f), true));
            World.AddJoint(new RevoluteJoint(_bridgeBodies[_bridgeBodies.Count - 1], anchor, _bridgeBodies[_bridgeBodies.Count - 1].Position + new Vector2(0.5f, 0f), true));

            PathManager.AttachBodiesWithRevoluteJoint(World, _bridgeBodies, new Vector2(0f, -0.5f), new Vector2(0f, 0.5f), false, true);

            // Soft body
            // We make a rectangular path.
            Path rectanglePath = new Path();

            rectanglePath.Add(new Vector2(-6, -11));
            rectanglePath.Add(new Vector2(-6, 1));
            rectanglePath.Add(new Vector2(6, 1));
            rectanglePath.Add(new Vector2(6, -11));
            rectanglePath.Closed = true;

            // Creating two shapes. A circle to form the circle and a rectangle to stabilize the soft body.
            Shape[] shapes = new Shape[2];
            shapes[0] = new PolygonShape(PolygonTools.CreateRectangle(0.5f, 0.5f, new Vector2(-0.1f, 0f), 0f), 1f);
            shapes[1] = new CircleShape(0.5f, 1f);

            // We distribute the shapes in the rectangular path.
            _softBodies = PathManager.EvenlyDistributeShapesAlongPath(World, rectanglePath, shapes, BodyType.Dynamic, 30);

            // Attach the bodies together with revolute joints. The rectangular form will converge to a circular form.
            PathManager.AttachBodiesWithRevoluteJoint(World, _softBodies, new Vector2(0f, -0.5f), new Vector2(0f, 0.5f), true, true);

            // GFX
            _bridgeBox           = new Sprite(ContentWrapper.TextureFromShape(shape, ContentWrapper.Orange, ContentWrapper.Brown));
            _softBodyBox         = new Sprite(ContentWrapper.TextureFromShape(shapes[0], ContentWrapper.Green, ContentWrapper.Black));
            _softBodyBox.Origin += new Vector2(ConvertUnits.ToDisplayUnits(0.1f), 0f);
            _softBodyCircle      = new Sprite(ContentWrapper.TextureFromShape(shapes[1], ContentWrapper.Lime, ContentWrapper.Grey));
        }
Example #27
0
 public MeansSearchPage()
 {
     InitializeComponent();
     _viewModel                      = new MeansSearchPageViewModel();
     _viewModel.Navigation           = Navigation;
     _viewModel.Description          = Common.txt_SearchDescription;
     _viewModel.DescriptionIsVisible = true;
     BindingContext                  = _viewModel;
     ContentWrapper.TranslateTo(0, 100, 0);
     Image_Search.FadeTo(1, 0);
 }
Example #28
0
        private void maskMouseLeftButtonDown(ContentWrapper wrapper)
        {
            Debug.Assert(wrapper == _contentElement.Children.Last());

            var lastContent = _content.LastOrDefault();

            if (lastContent != null)
            {
                lastContent.OnMaskClicked();
            }
        }
Example #29
0
        public JumpySpider(World world, Vector2 position)
        {
            // Body
            _circle          = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position);
            _circle.BodyType = BodyType.Dynamic;

            // Left upper leg
            _leftUpper          = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X / 2f, 0f));
            _leftUpper.BodyType = BodyType.Dynamic;

            // Left lower leg
            _leftLower          = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X, 0f) - new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftLower.BodyType = BodyType.Dynamic;

            // Right upper leg
            _rightUpper          = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X / 2f, 0f));
            _rightUpper.BodyType = BodyType.Dynamic;

            // Right lower leg
            _rightLower          = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X, 0f) + new Vector2(_lowerLegSize.X / 2f, 0f));
            _rightLower.BodyType = BodyType.Dynamic;

            //Create joints
            JointFactory.CreateRevoluteJoint(world, _circle, _leftUpper, new Vector2(_upperLegSize.X / 2f, 0f));
            _leftShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, _circle, _leftUpper);
            _leftShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _circle, _rightUpper, new Vector2(-_upperLegSize.X / 2f, 0f));
            _rightShoulderAngleJoint            = JointFactory.CreateAngleJoint(world, _circle, _rightUpper);
            _rightShoulderAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _leftUpper, _leftLower, new Vector2(_lowerLegSize.X / 2f, 0f));
            _leftKneeAngleJoint            = JointFactory.CreateAngleJoint(world, _leftUpper, _leftLower);
            _leftKneeAngleJoint.MaxImpulse = 3f;

            JointFactory.CreateRevoluteJoint(world, _rightUpper, _rightLower, new Vector2(-_lowerLegSize.X / 2f, 0f));
            _rightKneeAngleJoint            = JointFactory.CreateAngleJoint(world, _rightUpper, _rightLower);
            _rightKneeAngleJoint.MaxImpulse = 3;

            //GFX
            _torso    = new Sprite(ContentWrapper.CircleTexture(SpiderBodyRadius, "Square", ContentWrapper.Grey, ContentWrapper.Gold, ContentWrapper.Black, 1f));
            _upperLeg = new Sprite(ContentWrapper.TextureFromShape(_leftUpper.FixtureList[0].Shape, ContentWrapper.Grey, ContentWrapper.Black));
            _lowerLeg = new Sprite(ContentWrapper.TextureFromShape(_leftLower.FixtureList[0].Shape, ContentWrapper.Gold, ContentWrapper.Black));

            _flexed = false;
            _timer  = 0f;

            _leftShoulderAngleJoint.TargetAngle = ShoulderRelaxed;
            _leftKneeAngleJoint.TargetAngle     = KneeRelaxed;

            _rightShoulderAngleJoint.TargetAngle = -ShoulderRelaxed;
            _rightKneeAngleJoint.TargetAngle     = -KneeRelaxed;
        }
Example #30
0
        /// <summary>
        /// Constructs a new option entry with the specified text.
        /// </summary>
        public OptionEntry(string text, bool isChecked)
        {
            Text      = text;
            IsChecked = isChecked;

            _hoverFade   = 0.0;
            _checkedFade = 0.0;

            SpriteFont font = ContentWrapper.GetFont("MenuFont");

            Size = font.MeasureString(text);
        }
Example #31
0
 private void RemoveContent(ContentWrapper contentWrapper)
 {
     Contract.Requires(contentWrapper != null);
     Util.ThrowUnless(!_content.Contains(contentWrapper), "The content wrapper should already be removed");
     Util.ThrowUnless(_contentElement != null && _contentElement.Children.Contains(contentWrapper));
     contentWrapper.ClearChild();
     _contentElement.Children.Remove(contentWrapper);
 }
Example #32
0
        public IModalToken Open(FrameworkElement content, ModalPosition position, Point? location)
        {
            Contract.Requires(content != null);

            var wrapper = new ContentWrapper(this, content, position, location);
            if (_content.Any())
            {
                Debug.Assert(_content.Count(cw => cw.IsEnabled) == 1);
                Debug.Assert(_content.Last().IsEnabled);
                _content.Last().IsEnabled = false;
            }
            _content.Add(wrapper);
            updateContent();

            updateState();
            return wrapper;
        }
Example #33
0
        private void maskMouseLeftButtonDown(ContentWrapper wrapper)
        {
            Debug.Assert(wrapper == _contentElement.Children.Last());

            var lastContent = _content.LastOrDefault();
            if (lastContent != null)
            {
                lastContent.OnMaskClicked();
            }
        }