Example #1
0
 public static void InitializeEngine(Game1 game1)
 {
     game1 = game1 ?? new Game1();
     if (game1.SpriteBatch != null)
     {
         SpriteBatch = game1.SpriteBatch;
     }
     if (EngineManager == null)
     {
         EngineManager = new EngineManager(game1);
     }
     else
     {
         EngineManager.Game1 = game1;
     }
 }
Example #2
0
 public static void SetEngineManagerLastLevel(EngineManager engine)
 {
     _engineManagerLastLevel = engine;
 }
Example #3
0
        public static void LoadDataContent(EngineManager engineManager)
        {
            EngineManager = engineManager;

            PlaneOffsetLeft = 0;
            PlaneOffsetUp   = 0;

            // Friction table
            FrictionTable[0] = new float[6];
            FrictionTable[1] = new float[6];
            FrictionTable[2] = new float[6];
            FrictionTable[3] = new float[6];
            FrictionTable[4] = new float[6];
            FrictionTable[5] = new float[6];

            FrictionTable[0][0] = 0.8f;

            FrictionTable[0][1] = FrictionTable[1][0] = 0.6f;
            FrictionTable[0][2] = FrictionTable[2][0] = 0.9f;
            FrictionTable[0][3] = FrictionTable[3][0] = 0.7f;
            FrictionTable[0][4] = FrictionTable[4][0] = 1f;
            FrictionTable[0][5] = FrictionTable[5][0] = 0.1f;
            FrictionTable[1][1] = 0.4f;
            FrictionTable[1][2] = FrictionTable[2][1] = 0.56f;
            FrictionTable[1][3] = FrictionTable[3][1] = 0.5f;
            FrictionTable[1][4] = FrictionTable[4][1] = 0.62f;
            FrictionTable[1][5] = FrictionTable[5][1] = 0.1f;
            FrictionTable[2][2] = 0.95f;
            FrictionTable[2][3] = FrictionTable[3][2] = 0.7f;
            FrictionTable[2][4] = FrictionTable[4][2] = 0.8f;
            FrictionTable[2][5] = FrictionTable[5][2] = 0.1f;
            FrictionTable[3][3] = 0.75f;
            FrictionTable[3][4] = FrictionTable[4][3] = 0.7f;
            FrictionTable[3][5] = FrictionTable[5][3] = 0.1f;
            FrictionTable[4][4] = 0.8f;
            FrictionTable[4][5] = FrictionTable[5][4] = 0.1f;
            FrictionTable[5][5] = 0.1f;

            // Restitution table
            RestitutionTable[0]    = new float[6];
            RestitutionTable[1]    = new float[6];
            RestitutionTable[2]    = new float[6];
            RestitutionTable[3]    = new float[6];
            RestitutionTable[4]    = new float[6];
            RestitutionTable[5]    = new float[6];
            RestitutionTable[0][0] = 0.9f;
            RestitutionTable[0][1] = RestitutionTable[1][0] = 0.7f;
            RestitutionTable[0][2] = RestitutionTable[2][0] = 0.7f;
            RestitutionTable[0][3] = RestitutionTable[3][0] = 0.7f;
            RestitutionTable[0][4] = RestitutionTable[4][0] = 0.8f;
            RestitutionTable[0][5] = RestitutionTable[5][0] = 0.2f;
            RestitutionTable[1][1] = 0.5f;
            RestitutionTable[1][2] = RestitutionTable[2][1] = 0.55f;
            RestitutionTable[1][3] = RestitutionTable[3][1] = 0.55f;
            RestitutionTable[1][4] = RestitutionTable[4][1] = 0.6f;
            RestitutionTable[1][5] = RestitutionTable[5][1] = 0.2f;
            RestitutionTable[2][2] = 0.8f;
            RestitutionTable[2][3] = RestitutionTable[3][2] = 0.7f;
            RestitutionTable[2][4] = RestitutionTable[4][2] = 0.65f;
            RestitutionTable[2][5] = RestitutionTable[5][2] = 0.2f;
            RestitutionTable[3][3] = 0.8f;
            RestitutionTable[3][4] = RestitutionTable[4][3] = 0.6f;
            RestitutionTable[3][5] = RestitutionTable[5][3] = 0.2f;
            RestitutionTable[4][4] = 0.75f;
            RestitutionTable[4][5] = RestitutionTable[5][4] = 0.2f;
            RestitutionTable[5][5] = 0.2f;

            // Density Table
            DensityTable[0] = 1200;
            DensityTable[1] = 700;
            DensityTable[2] = 2500;
            DensityTable[3] = 7800;
            DensityTable[4] = 2400;
            DensityTable[5] = 2200;
        }