public void Init(int id, Texture2D yourtexture)
 {
     texture = yourtexture;
     userData = new UserData(id, -1, false);
     base.Init();
     myBody.FixtureList[0].Restitution = 1;
 }
        private void CreateBorder(float width, float height, float borderWidth)
        {
            width = Math.Abs(width);
            height = Math.Abs(height);

            _anchor = BodyFactory.CreateBody(_world);
            left = BodyFactory.CreateBody(_world);
            right = BodyFactory.CreateBody(_world);
            up = BodyFactory.CreateBody(_world);
            down = BodyFactory.CreateBody(_world);

            UserData userData = new UserData(-1, 3, true);

            Vertices vert = new Vertices();

            // top
            // counterclockwise
            Vertices vup = new Vertices();
            vup.Add(new Vector2(0, 10));
            vup.Add(new Vector2(0, 0));
            vup.Add(new Vector2(1000, 0));
            vup.Add(new Vector2(1000, 10));
            up.CreateFixture(new PolygonShape(vup, 0.0f), userData);
            //Bottom
            down.CreateFixture(new PolygonShape(vup, 0.0f), userData);
            down.Position = new Vector2(0, 990);
            //Left
            Vertices vl = new Vertices();
            vl.Add(new Vector2(0, 1000));
            vl.Add(new Vector2(0, 0));
            vl.Add(new Vector2(10, 0));
            vl.Add(new Vector2(10, 1000));
            left.CreateFixture(new PolygonShape(vl, 0.0f), userData);

            //Right

            right.CreateFixture(new PolygonShape(vl, 0.0f), userData);
            right.Position = new Vector2(990, 0);

            foreach (Fixture t in _anchor.FixtureList)
            {
                t.CollisionFilter.CollisionCategories = Category.All;
                t.CollisionFilter.CollidesWith = Category.All;
                t.Friction = _frictionValue;
                t.Restitution = _bouncyValue;
            }

            ContentManager content = Master.theMaster.game.Content;
            topBorder = content.Load<Texture2D>("images/BoarderHorizontal");
            bottomBorder = content.Load<Texture2D>("images/BoarderHorizontal");
            rightBorder = content.Load<Texture2D>("images/BoarderVertical");
            leftBorder = content.Load<Texture2D>("images/BoarderVertical");
        }
 public void Init()
 {
     userData = new UserData(0, 0, true);
     userData.bIsPlayer = true;
     base.Init();
     myBody.Position = new Vector2(200, 200);
     myBody.BodyType = BodyType.Dynamic;
     myBody.FixtureList[0].Restitution = 1.0f;
     myBody.LinearDamping = 0.0001f;
     texture = theMaster.game.Content.Load<Texture2D>("images/BlueSquareHero");
     convertedEnemyTexture = theMaster.game.Content.Load<Texture2D>("images/BlueSquare");
     collisionParticles.setTexture(0, theMaster.game.Content.Load<Texture2D>("images/Particles/Particle1"));
     collisionParticles.setTexture(1, theMaster.game.Content.Load<Texture2D>("images/Particles/Particle2"));
     collisionParticles.setTexture(2, theMaster.game.Content.Load<Texture2D>("images/Particles/Particle3"));
     collisionParticles.setTexture(3, theMaster.game.Content.Load<Texture2D>("images/Particles/Particle4"));
 }