void MainPage_Loaded(object sender, RoutedEventArgs e) { _physicsController = LayoutRoot.GetValue(PhysicsControllerMain.PhysicsControllerProperty) as PhysicsControllerMain; BoundaryCache.ReadBoundaryCache(_physicsController); _physicsController.Collision += new PhysicsControllerMain.CollisionHandler(_physicsController_Collision); }
private void GamePageLoaded(object sender, RoutedEventArgs e) { //get reference to physics controller _physicsController = LayoutRoot.GetValue(PhysicsControllerMain.PhysicsControllerProperty) as PhysicsControllerMain; //hook up initilized event _physicsController.Initialized += PhysicsControllerInitialized; //setup finger _finger = new Ellipse { Name = "finger", Height = 50, Width = 50, StrokeThickness = 3, Stroke = new SolidColorBrush(Colors.Red) }; // Spawn initial branches for (int i = 0; i < (random.Next(2) + 4); i++) { spawnBranch((Side)random.Next(2), random.Next(500)); } }
void MainPage_Loaded(object sender, RoutedEventArgs e) { _physicsController = cnvGame.GetValue(PhysicsControllerMain.PhysicsControllerProperty) as PhysicsControllerMain; _physicsController.TimerLoop += new PhysicsControllerMain.TimerLoopHandler(_physicsController_TimerLoop); _accelerometer = new AccelerometerWrapper(cnvGame); _accelerometer.ReadingChanged += new AccelerometerWrapper.ReadingChangedHandler(_accelerometer_ReadingChanged); }
void AssociatedObject_Loaded(object sender, RoutedEventArgs e) { _controller = PhysicsControllerMain.FindController(this.AssociatedObject); if (_controller == null) { throw new Exception("You must add a PhysicsController Behavior to the Canvas representing the main Container."); } _controller.Initialized += new PhysicsControllerMain.InitializedHandler(controller_Initialized); }
protected override void OnAttached() { base.OnAttached(); this.AssociatedObject.Loaded += new RoutedEventHandler(AssociatedObject_Loaded); _physicsControllerMain.AutoAddCanvasObjects = false; PhysicsControllerMain.SetPhysicsController(this.AssociatedObject, _physicsControllerMain); }
public MainPage() { InitializeComponent(); // note that we can use the Physics Controller to manipulate objects // in the simulation... _physicsController = LayoutRoot.GetValue(PhysicsControllerMain.PhysicsControllerProperty) as PhysicsControllerMain; _physicsController.Initialized += new PhysicsControllerMain.InitializedHandler(_physicsController_Initialized); _physicsController.TimerLoop += new PhysicsControllerMain.TimerLoopHandler(_physicsController_TimerLoop); }
void AssociatedObject_Loaded(object sender, RoutedEventArgs e) { // also check for a physics controller behavior _physicsController = PhysicsControllerMain.FindController(this.AssociatedObject); if (_physicsController == null) { return; } _physicsController.Initialized += new PhysicsControllerMain.InitializedHandler(physicsController_Initialized); }
void ucAstronaut_Loaded(object sender, RoutedEventArgs e) { _physicsController = LayoutRoot.GetValue(PhysicsControllerMain.PhysicsControllerProperty) as PhysicsControllerMain; }
void MainPage_Loaded(object sender, RoutedEventArgs e) { _physicsController = cnvGame.GetValue(PhysicsControllerMain.PhysicsControllerProperty) as PhysicsControllerMain; }
private void SetupReleaseTarget(object sender, PhysicsControllerMain physMain, ManipulationCompletedEventArgs e) { //remove old joints if (_joints.Count > 0) { foreach (DistanceJoint jnt in _joints) { physMain.DeleteObject(jnt); } } const float breakpoint = 1000f; //translate coordinates relative to screen var touchedObject = sender as PhysicsSprite; //var list = BoundaryHelper.GetPointsForElement(touchedObject.uiElement, e.ManipulationContainer, false); //get reference to player PhysicsSprite player = physMain.PhysicsObjects["player"]; var letgopoint = new Point((int) e.ManipulationOrigin.X + (int) e.TotalManipulation.Translation.X, (int) e.ManipulationOrigin.Y + (int) e.TotalManipulation.Translation.Y); Body testBody = BodyFactory.CreateCircle(physMain.Simulator, 25, 1, physMain.ScreenToWorld(letgopoint)); //create distance joint between the two DistanceJoint joint = JointFactory.CreateDistanceJoint(physMain.Simulator, player.BodyObject, testBody, Vector2.Zero, Vector2.Zero); joint.Frequency = 4.0f; joint.DampingRatio = .5f; joint.Breakpoint = breakpoint; joint.CollideConnected = true; joint.Broke += joint_Broke; _joints.Add(joint); //create tounge //timer var timer = new DispatcherTimer {Interval = TimeSpan.FromMilliseconds(33)}; timer.Tick += delegate { //joint broke if (!joint.Enabled) { timer.Stop(); physMain.DeleteObject(joint); return; } //reduce distance if (joint.Length <= 0f) { timer.Stop(); } joint.Length -= .1f; }; timer.Start(); }
private void SetupReleaseTarget(object sender, PhysicsControllerMain physMain, ManipulationCompletedEventArgs e) { //remove old joints if (_joints.Count > 0) { foreach (DistanceJoint jnt in _joints) { physMain.DeleteObject(jnt); } } const float breakpoint = 1000f; //translate coordinates relative to screen var touchedObject = sender as PhysicsSprite; //var list = BoundaryHelper.GetPointsForElement(touchedObject.uiElement, e.ManipulationContainer, false); //get reference to player PhysicsSprite player = physMain.PhysicsObjects["player"]; var letgopoint = new Point((int)e.ManipulationOrigin.X + (int)e.TotalManipulation.Translation.X, (int)e.ManipulationOrigin.Y + (int)e.TotalManipulation.Translation.Y); Body testBody = BodyFactory.CreateCircle(physMain.Simulator, 25, 1, physMain.ScreenToWorld(letgopoint)); //create distance joint between the two DistanceJoint joint = JointFactory.CreateDistanceJoint(physMain.Simulator, player.BodyObject, testBody, Vector2.Zero, Vector2.Zero); joint.Frequency = 4.0f; joint.DampingRatio = .5f; joint.Breakpoint = breakpoint; joint.CollideConnected = true; joint.Broke += joint_Broke; _joints.Add(joint); //create tounge //timer var timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(33) }; timer.Tick += delegate { //joint broke if (!joint.Enabled) { timer.Stop(); physMain.DeleteObject(joint); return; } //reduce distance if (joint.Length <= 0f) { timer.Stop(); } joint.Length -= .1f; }; timer.Start(); }