Example #1
0
        public b2World GetWorld()
        {
            global::System.IntPtr cPtr = Box2DPINVOKE.b2Body_GetWorld__SWIG_0(swigCPtr);
            b2World ret = (cPtr == global::System.IntPtr.Zero) ? null : new b2World(cPtr, false);

            return(ret);
        }
Example #2
0
        }                                                             //defined in Constants.cs

        public StackObject(b2World world,
                           CCPoint location,
                           string spriteFileName,
                           bool breaksOnGround,
                           bool breaksFromNinja,
                           bool hasAnimatedBreakFrames,
                           bool damagesEnemy,
                           float density,
                           CreationMethod createHow,
                           int angleChange,
                           bool makeImmovable,
                           int points,
                           BreakEffect simpleScoreVisualFXType)
        {
            InitWithWorld(world,
                          location,
                          spriteFileName,
                          breaksOnGround,
                          breaksFromNinja,
                          hasAnimatedBreakFrames,
                          damagesEnemy,
                          density,
                          createHow,
                          angleChange,
                          makeImmovable,
                          points,
                          simpleScoreVisualFXType);
        }
Example #3
0
        protected LunarLanderEnv(bool continuous = false)
            : base(null, null)
        {
            this.continuous = continuous;

            world = new b2World(new b2Vec2(0, -10));

            // useful range is -1 .. +1, but spikes can be higher
            ObservationSpace = new Box(float.NegativeInfinity, float.PositiveInfinity, new Shape(8));

            if (continuous)
            {
                // Action is two floats [main engine, left-right engines].
                // Main engine: -1..0 off, 0..+1 throttle from 50% to 100% power. Engine can't work with less than 50% power.
                // Left-right:  -1.0..-0.5 fire left engine, +0.5..+1.0 fire right engine, -0.5..0.5 off
                ActionSpace = new Box(-1, 1, new Shape(2));
            }
            else
            {
                // Nop, fire left engine, main engine, right engine
                ActionSpace = new Discrete(4);
            }

            Reset();
        }
Example #4
0
 private void InitWithWorld(b2World world, CCPoint location, string spriteFileName)
 {
     this.theWorld        = world;
     this.initialLocation = location;
     this.spriteImageName = spriteFileName;
     CreateGround();
 }
Example #5
0
        bool enemyCantBeDamagedForShortInterval; // after damage occurs the enemy gets a moment of un-damage-abilty, which should play better ( I think)


        public Enemy(b2World world,
                     CCPoint location,
                     string spriteFileName,
                     bool isTheRotationFixed,
                     bool getsDamageFromGround,
                     bool doesGetDamageFromDamageEnabledStackObjects,
                     int breaksFromHowMuchContact,
                     bool hasDifferentSpritesForDamage,
                     int numberOfFramesToAnimateOnBreak,
                     float density,
                     CreationMethod createHow,
                     int points,
                     BreakEffect simpleScoreVisualFXType)
        {
            InitWithWorld(world,
                          location,
                          spriteFileName,
                          isTheRotationFixed,
                          getsDamageFromGround,
                          doesGetDamageFromDamageEnabledStackObjects,
                          breaksFromHowMuchContact,
                          hasDifferentSpritesForDamage,
                          numberOfFramesToAnimateOnBreak,
                          density,
                          createHow,
                          points,
                          simpleScoreVisualFXType);
        }
Example #6
0
        void InitPhysics()
        {
            var gravity = new b2Vec2(0.0f, -10.0f);

            world = new b2World(gravity);

            world.SetAllowSleeping(true);
            world.SetContinuousPhysics(true);

            var def = new b2BodyDef();

            def.allowSleep = true;
            def.position   = b2Vec2.Zero;
            def.type       = b2BodyType.b2_staticBody;

            b2Body groundBody = world.CreateBody(def);

            groundBody.SetActive(true);

            b2EdgeShape groundBox = new b2EdgeShape();

            groundBox.Set(b2Vec2.Zero, new b2Vec2(900, 100));

            b2FixtureDef fd = new b2FixtureDef();

            fd.friction    = 0.3f;
            fd.restitution = 0.1f;
            fd.shape       = groundBox;

            groundBody.CreateFixture(fd);
        }
Example #7
0
        public Test()
        {
            m_destructionListener = new DestructionListener();
            m_debugDraw           = new CCBox2dDraw("fonts/arial-12");

            b2Vec2 gravity = new b2Vec2();

            gravity.Set(0.0f, -10.0f);
            m_world      = new b2World(gravity);
            m_bomb       = null;
            m_textLine   = 30;
            m_mouseJoint = null;
            m_pointCount = 0;

            m_destructionListener.test = this;
            m_world.SetDestructionListener(m_destructionListener);
            m_world.SetContactListener(this);
            m_world.SetDebugDraw(m_debugDraw);
            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);

            m_bombSpawning = false;

            m_stepCount = 0;

            b2BodyDef bodyDef = new b2BodyDef();

            m_groundBody = m_world.CreateBody(bodyDef);
        }
        void InitPhysics()
        {
            CCSize size = Layer.VisibleBoundsWorldspace.Size;

            var gravity = new b2Vec2(0.0f, -10.0f);

            world = new b2World(gravity);

            world.SetAllowSleeping(true);
            world.SetContinuousPhysics(true);

            var def = new b2BodyDef();

            def.allowSleep = true;
            def.position   = b2Vec2.Zero;
            def.type       = b2BodyType.b2_staticBody;
            b2Body groundBody = world.CreateBody(def);

            groundBody.SetActive(true);

            b2EdgeShape groundBox = new b2EdgeShape();

            groundBox.Set(b2Vec2.Zero, new b2Vec2(size.Width / PTM_RATIO, 0));
            b2FixtureDef fd = new b2FixtureDef();

            fd.shape = groundBox;
            groundBody.CreateFixture(fd);
        }
Example #9
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="world"></param>
        public virtual void CreatePhysicsBody(b2World world, int ptm)
        {
            PtmRatio = ptm;

            PhysicsBodyDef               = new b2BodyDef();
            PhysicsBodyDef.position      = InitialPosition;
            PhysicsBodyDef.type          = BodyType;
            PhysicsBodyDef.fixedRotation = FixedRotation;
            PhysicsBodyDef.gravityScale  = GravityScale;
            PhysicsBodyDef.linearDamping = LinearDamping;
            PhysicsBodyDef.bullet        = Bullet;

            PhysicsBody = world.CreateBody(PhysicsBodyDef);

            PhysicsBody.Mass = Mass;
            PhysicsBody.ResetMassData();

            var fixtureDef = new b2FixtureDef();

            fixtureDef.shape    = CreatePhysicsShape();
            fixtureDef.density  = Density;
            fixtureDef.friction = Friction;

            PhysicsBodyFixture = PhysicsBody.CreateFixture(fixtureDef);

            PositionX = GetMeterToPoint(InitialPosition.x);
            PositionY = GetMeterToPoint(InitialPosition.y);
        }
Example #10
0
        void InitStackWithWorld(b2World theWorld)
        {
            this.world = theWorld;

            if (TheLevel.SharedLevel.IS_IPAD)
            {
                stackLocationX = 1400; //base X starting point for the entire stack on the iPad (make further tweaks using the  stackAdjustmentX var in the buildLevel function per level
                stackLocationY = 100;  //base Y starting point for the entire stack on the iPad (make further tweaks using the  stackAdjustmentY var in the buildLevel function per level
            }
            else
            {
                stackLocationX = 900; //base X starting point for the entire stack on the iPhone (make further tweaks using the  stackAdjustmentX var in the buildLevel function per level
                stackLocationY = 35;  //base Y starting point for the entire stack on the iPhone (make further tweaks using the  stackAdjustmentY var in the buildLevel function per level
            }

            currentLevel = GameData.SharedData.Level;
            if (currentLevel % 2 == 0)
            {
                BuildLevel2();
            }
            else
            {
                BuildLevel1();
            }
        }
Example #11
0
 public static b2Body CreateDynamicBody(this b2World world, IEntityIdentifier identifier, MetreVector position)
 {
     return(world.CreateBody(new b2BodyDef
     {
         type = b2BodyType.b2_dynamicBody,
         position = position,
         userData = identifier
     }));
 }
Example #12
0
        void Awake()
        {
            _world = new b2World(new b2Vec2(gravity.x, gravity.y), allowSleep);
#if UNITY_EDITOR
            _debugDraw = new b2DebugDraw();
            _debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
            _world.SetDebugDraw(_debugDraw);
#endif
            gameObject.BroadcastMessage("onWorldInitialized", this);
        }
Example #13
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="world"></param>
        /// <param name="ptm"></param>
        public override void CreatePhysicsBody(b2World world, int ptm)
        {
            base.CreatePhysicsBody(world, ptm);
            SetVelocity(InitialVelocityX, InitialVelocityY);

            Ghost.Cleanup();
            Ghost.PositionX = PositionX;
            Ghost.PositionY = PositionY;
            Ghost.DrawRect(new CCRect(0, 0, Width, Height), new CCColor4B(0, 0, 0, 50));
        }
Example #14
0
        private void InitWithWorld(b2World world, CCPoint location, string baseFileName)
        {
            theWorld        = world;
            initialLocation = location;
            baseImageName   = baseFileName;


            //later we use initialLocation.x

            CreateNinja();
        }
Example #15
0
        void InitWithWorld(b2World world,
                           CCPoint location,
                           string spriteFileName,
                           bool isTheRotationFixed,
                           bool getsDamageFromGround,
                           bool doesGetDamageFromDamageEnabledStackObjects,
                           int breaksFromHowMuchContact,
                           bool hasDifferentSpritesForDamage,
                           int numberOfFramesToAnimateOnBreak,
                           float density,
                           CreationMethod createHow,
                           int points,
                           BreakEffect simpleScoreVisualFXType)
        {
            this.theWorld        = world;
            this.initialLocation = location;
            this.baseImageName   = spriteFileName;
            this.spriteImageName = String.Format("{0}.png", baseImageName);

            this.DamagesFromGroundContact = getsDamageFromGround;          // does the ground break / damage the enemy

            this.damageLevel = 0;                                          //starts at 0, if breaksAfterHowMuchContact also equals 0 then the enemy will break on first/next contact
            this.breaksAfterHowMuchContact = breaksFromHowMuchContact;     //contact must be made this many times before breaking, or if set to 0, the enemy will break on first/next contact
            this.differentSpritesForDamage = hasDifferentSpritesForDamage; //will progress through damage frames if this is YES, for example,  enemy_damage1.png, enemy_damage2.png

            this.currentFrame           = 0;
            this.framesToAnimateOnBreak = numberOfFramesToAnimateOnBreak;              //will animate through breaks frames if this is more than 0, for example,  enemy_break0001.png, enemy_break0002.png


            this.theDensity          = density;
            this.shapeCreationMethod = createHow;

            this.isRotationFixed = isTheRotationFixed;

            this.PointValue          = points;
            this.SimpleScoreVisualFX = simpleScoreVisualFXType;

            this.DamagesFromDamageEnabledStackObjects = doesGetDamageFromDamageEnabledStackObjects;


            if (damageLevel == breaksAfterHowMuchContact)
            {
                BreaksOnNextDamage = true;
            }
            else
            {
                BreaksOnNextDamage = false;                 //duh
            }


            CreateEnemy();
        }
Example #16
0
    //Start()函数调用
    protected void initBase(float gravityX = 0, float gravityY = -10)
    {
        _gravity.x = gravityX;
        _gravity.y = gravityY;
        _world     = new b2World(_gravity, true);
        createDebugDraw();

        Rect    r          = Camera.main.pixelRect;
        Vector3 lowerPoint = Camera.main.ScreenToWorldPoint(new Vector3(r.xMin, r.yMin));
        Vector3 upperPoint = Camera.main.ScreenToWorldPoint(new Vector3(r.xMax, r.yMax));

        createWrapWallBodies(lowerPoint.x * ptm_ratio, lowerPoint.y * ptm_ratio, upperPoint.x * 2 * ptm_ratio, upperPoint.y * 2 * ptm_ratio);
    }
Example #17
0
        private void onWorldInitialized(b2WorldObject worldObj)
        {
            _fixtureDict = new Dictionary <Collider2D, b2Fixture[]>();
            _worldObj    = worldObj;
            _world       = _worldObj.world;

            b2BodyDef bodyDef = new b2BodyDef();

            _body = _world.CreateBody(bodyDef);

            _body.SetAngle(transform.eulerAngles.z * Mathf.Deg2Rad);
            createWithCollider2Ds();
            setPropertyToBody();
        }
Example #18
0
        protected BipedalWalkerEnv(bool hardcore)
            : base(new Box(new[] { -1.0f, -1.0f, -1.0f, -1.0f }, new[] { 1.0f, 1.0f, 1.0f, 1.0f }, new Shape(4)),
                   new Box(float.NegativeInfinity, float.PositiveInfinity, new Shape(24)))
        {
            this.hardcore   = hardcore;
            contactDetector = new ContactDetector(this);
            var worldAabb = new b2AABB()
            {
                lowerBound = new b2Vec2(-100, -100), upperBound = new b2Vec2(1000, 1000)
            };

            World = new b2World(new b2Vec2(0, -9.807f));

            HULL_FD.shape = new b2PolygonShape();
            (HULL_FD.shape as b2PolygonShape).Set(HULL_POLY.Select(v => new b2Vec2(v[0] / SCALE, v[1] / SCALE)).ToArray());
            HULL_FD.density             = 5.0f;
            HULL_FD.friction            = 0.1f;
            HULL_FD.filter.categoryBits = 0x0020;
            HULL_FD.filter.maskBits     = 0x0001; // collide only with ground
            HULL_FD.restitution         = 0;      // 0.99 bouncy

            LEG_FD.shape = new b2PolygonShape();
            (LEG_FD.shape as b2PolygonShape).SetAsBox(LEG_W / 2, LEG_H / 2);
            LEG_FD.density             = 1.0f;
            LEG_FD.filter.categoryBits = 0x0020;
            LEG_FD.filter.maskBits     = 0x0001;
            LEG_FD.restitution         = 0;

            LOWER_FD.shape = new b2PolygonShape();
            (LOWER_FD.shape as b2PolygonShape).SetAsBox(0.8f * LEG_W / 2, LEG_H / 2);
            LOWER_FD.density             = 1.0f;
            LOWER_FD.filter.categoryBits = 0x0020;
            LOWER_FD.filter.maskBits     = 0x0001;
            LOWER_FD.restitution         = 0;

            fd_polygon.shape = new b2PolygonShape();
            (fd_polygon.shape as b2PolygonShape).Set(new[] { new b2Vec2(0, 0), new b2Vec2(1, 0), new b2Vec2(1, -1), new b2Vec2(0, -1) });
            fd_polygon.friction = FRICTION;

            fd_edge.shape = new b2EdgeShape();
            (fd_edge.shape as b2EdgeShape).Set(new b2Vec2(0, 0), new b2Vec2(1, 1));
            fd_edge.friction            = FRICTION;
            fd_edge.filter.categoryBits = 0x0001;

            Reset();
        }
Example #19
0
        // This method should undo anything that was done by the loadWorld and afterLoadProcessing
        // methods, and return to a state where loadWorld can safely be called again.
        public void clear()
        {
            if (m_world != null)
            {
                Console.WriteLine("Deleting Box2D world");
                m_world = null;
            }

            if (m_debugDraw != null)
            {
                m_debugDraw = null;
            }

            //m_world = NULL;
            //m_mouseJoint = NULL;
            // m_mouseJointGroundBody = null;
        }
Example #20
0
        protected void CreateBodyWithSpriteAndFixture(b2World world, b2BodyDef bodyDef, b2FixtureDef fixtureDef, string spriteName)
        {
            // this is the meat of our class, it creates (OR recreates) the body in the world with the body definition, fixture definition and sprite name

            RemoveBody();             //if remove the body if it already exists
            RemoveSprite();           //if remove the sprite if it already exists

            sprite = new CCSprite(spriteName);
            AddChild(sprite);

            body          = world.CreateBody(bodyDef);
            body.UserData = this;

            if (fixtureDef != null)
            {
                body.CreateFixture(fixtureDef);
            }
        }
Example #21
0
        public BoxProp(
            b2World b2world,

            double[] size,
            double[] position

            )
        {
            /*
             * static rectangle shaped prop
             *
             *  pars:
             *  size - array [width, height]
             *  position - array [x, y], in world meters, of center
             */
            this.size = size;

            //initialize body
            var bdef = new b2BodyDef();

            bdef.position      = new b2Vec2(position[0], position[1]);
            bdef.angle         = 0;
            bdef.fixedRotation = true;
            this.body          = b2world.CreateBody(bdef);

            //initialize shape
            var fixdef = new b2FixtureDef();

            var shape = new b2PolygonShape();

            fixdef.shape = shape;

            shape.SetAsBox(this.size[0] / 2, this.size[1] / 2);

            fixdef.restitution = 0.4; //positively bouncy!



            this.body.CreateFixture(fixdef);
        }
Example #22
0
        public b2World box2dWorld()
        {
            if (null == _world)
            {
                var gravity = new b2Vec2(0.0f, -10.0f);
                _world = new b2World(gravity);

                _world.SetAllowSleeping(true);
                _world.SetContinuousPhysics(true);


                _debugDraw = new LHBox2dDraw("fonts/MarkerFelt-16");
                _world.SetDebugDraw(_debugDraw);
                _debugDraw.AppendFlags(b2DrawFlags.e_shapeBit);

                Schedule(t => {
                    _world.Step(t, 8, 1);
                });
            }

            return(_world);
        }
Example #23
0
        public Mouse()
        {
            //m_destructionListener = new DestructionListener();
            m_debugDraw = new CCBox2dDraw("fonts/arial-16");

            b2Vec2 gravity = new b2Vec2();

            gravity.Set(500, 500);

            m_world = new b2World(gravity);


            m_world.SetAllowSleeping(false);
            m_world.SetContinuousPhysics(true);


            m_world.SetDebugDraw(m_debugDraw);
            m_debugDraw.AppendFlags(b2DrawFlags.e_shapeBit | b2DrawFlags.e_aabbBit | b2DrawFlags.e_centerOfMassBit | b2DrawFlags.e_jointBit | b2DrawFlags.e_pairBit);

            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);
        }
Example #24
0
        public void SetJson(string fullpath)
        {
            Console.WriteLine("Full path is: %s", fullpath);

            Nb2dJson      json = new Nb2dJson();
            StringBuilder tmp  = new StringBuilder();

            m_world = json.ReadFromFile(fullpath, tmp);

            if (m_world != null)
            {
                Console.WriteLine("Loaded JSON ok");
                m_world.SetDebugDraw(m_debugDraw);

                b2BodyDef bodyDef = new b2BodyDef();
                m_groundBody = m_world.CreateBody(bodyDef);
            }
            else
            {
                Console.WriteLine(tmp); //if this warning bothers you, turn off "Typecheck calls to printf/scanf" in the project build settings
            }
        }
Example #25
0
    /// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
    public void Refilter()
    {
        if (m_body == null)
        {
            return;
        }

        // Flag associated contacts for filtering.
        b2ContactEdge edge = m_body.GetContactList();

        while (edge != null)
        {
            b2Contact contact  = edge.contact;
            b2Fixture fixtureA = contact.GetFixtureA();
            b2Fixture fixtureB = contact.GetFixtureB();
            if (fixtureA == this || fixtureB == this)
            {
                contact.FlagForFiltering();
            }

            edge = edge.next;
        }

        b2World world = m_body.GetWorld();

        if (world == null)
        {
            return;
        }

        // Touch each proxy so that new pairs may be created
        b2BroadPhase broadPhase = world.m_contactManager.m_broadPhase;

        for (int i = 0; i < m_proxyCount; ++i)
        {
            broadPhase.TouchProxy(m_proxies[i].proxyId);
        }
    }
Example #26
0
        private void AddShape(b2World world, CCPoint position)
        {
            b2Vec2 positionVec = new b2Vec2(position.X, position.Y);

            var box = new CCPhysicsSprite("hd/images/cloud", IntroLayer.PTM_RATIO);

            box.Position = position;

            var def = new b2BodyDef();

            def.position       = new b2Vec2(positionVec.x / IntroLayer.PTM_RATIO, positionVec.y / IntroLayer.PTM_RATIO);
            def.linearVelocity = new b2Vec2(0.0f, -1.0f);
            def.type           = b2BodyType.b2_dynamicBody;
            b2Body body = world.CreateBody(def);

            // Polygon Shape
            //var shape = new b2PolygonShape();
            //shape.SetAsBox(50f / IntroLayer.PTM_RATIO, 50f / IntroLayer.PTM_RATIO);

            // Circle Shape
            var shape = new b2CircleShape();

            shape.Radius = 50f / IntroLayer.PTM_RATIO;

            var fd = new b2FixtureDef();

            fd.shape       = shape;
            fd.density     = 1f;
            fd.restitution = 0f;
            fd.friction    = 0.2f;
            body.CreateFixture(fd);

            box.PhysicsBody = body;

            sprites.Add(box);
            AddChild(box);
        }
Example #27
0
        void InitWithWorld(b2World world,
                           CCPoint location,
                           string spriteFileName,
                           bool breaksOnGround,
                           bool breaksFromNinja,
                           bool hasAnimatedBreakFrames,
                           bool damagesEnemy,
                           float density,
                           CreationMethod createHow,
                           int angleChange,
                           bool makeImmovable,
                           int points,
                           BreakEffect simpleScoreVisualFXType)
        {
            this.theWorld        = world;
            this.initialLocation = location;
            this.baseImageName   = spriteFileName;
            this.spriteImageName = String.Format("{0}.png", baseImageName);

            this.IsBreaksOnGroundContact  = breaksOnGround;
            this.IsBreaksOnNinjaContact   = breaksFromNinja;
            this.addedAnimatedBreakFrames = hasAnimatedBreakFrames;
            this.IsCanDamageEnemy         = damagesEnemy;
            this.theDensity          = density;
            this.shapeCreationMethod = createHow;
            this.angle    = angleChange;
            this.IsStatic = makeImmovable;

            this.currentFrame    = 0;
            this.framesToAnimate = 10;

            this.PointValue          = points;
            this.SimpleScoreVisualFX = simpleScoreVisualFXType;

            CreateObject();
        }
		public GroundPlane (b2World world, CCPoint location, string spriteFileName )
		{
			InitWithWorld(world, location, spriteFileName);
		}
Example #29
0
        private void Form1_Load(object sender, EventArgs e)
        {
            sogc = new SimpleOpenGlControl();
            sogc.Dock = DockStyle.Fill;
            sogc.Paint += new PaintEventHandler(sogc_Paint);
            sogc.Resize += new EventHandler(sogc_Resize);
            Controls.Add(sogc);

            sogc.InitializeContexts();
            InitOpenGL(sogc.Size, 1, PointF.Empty);

            // Define the gravity vector.
            b2Vec2 gravity = new b2Vec2(0.0f, -10.0f);

            // Do we want to let bodies sleep?
            bool doSleep = true;

            // Construct a world object, which will hold and simulate the rigid bodies.
            world = new b2World(gravity, doSleep);
            //	world.SetWarmStarting(true);

            {
                b2BodyDef bd = new b2BodyDef();
                b2Body ground = world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsEdge(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                float a = 0.5f;
                b2CircleShape shape = new b2CircleShape();
                shape.m_radius = a;

                b2Vec2 x = new b2Vec2(-7.0f, 0.95f);
                b2Vec2 y;
                b2Vec2 deltaX = new b2Vec2(0, 1.25f);
                b2Vec2 deltaY = new b2Vec2(0, 1.25f);
                y= deltaY;

                for (int j = 0; j < 8; ++j)
                {
                    b2BodyDef bd = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position = y;
                    b2Body body = world.CreateBody(bd);
                    body.CreateFixture(shape, 5.0f);

                    y += deltaY;
                }
            }

            GDIDebugThing.instance.SetFlags(EDebugFlags.e_shapeBit);
            world.SetDebugDraw(GDIDebugThing.instance);

            System.Timers.Timer timer = new System.Timers.Timer();
            timer.Interval = 85;
            timer.SynchronizingObject = this;
            timer.Elapsed += new System.Timers.ElapsedEventHandler(timer_Elapsed);
            timer.Start();
        }
Example #30
0
 /// <summary>
 ///
 /// </summary>
 public MapInstance()
 {
     m_updateWatch = Stopwatch.StartNew();
     m_gameObjects = new Dictionary <int, GameObject>();
     World         = new b2World(new b2Vec2(0, 0));
 }
Example #31
0
 public Ninja(b2World world, CCPoint location, string baseFileName)
 {
     InitWithWorld(world, location, baseFileName);
 }