public override void LoadContent()
        {
            _agent = new Agent(new Vector2(ScreenManager.ScreenCenter.X, 100));
            _agent.Load(ScreenManager.GraphicsDevice, PhysicsSimulator);

            LoadObstacles();

            base.LoadContent();
        }
        public override void LoadContent()
        {
            _agent = new Agent(ScreenManager.ScreenCenter - new Vector2(200, 0));
            _agent.CollisionCategory = CollisionCategory.Cat5;
            _agent.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat4;
            //collide with all but Cat4 (black)
            _agent.Load(ScreenManager.GraphicsDevice, PhysicsSimulator);
            _agent.Body.LinearDragCoefficient = .001f;

            LoadSpiders();

            base.LoadContent();
        }
        public override void LoadContent()
        {
            _agent = new Agent(ScreenManager.ScreenCenter);
            _agent.CollisionCategory = CollisionCategory.Cat5;
            _agent.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat4;
            //collide with all but Cat4 (black)
            _agent.Load(ScreenManager.GraphicsDevice, PhysicsSimulator);

            LoadCircles();

            base.LoadContent();
        }
        public override void LoadContent()
        {
            _rectangleTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 32, 32, 2, 0, 0,
                                                                     Color.White, Color.Black);

            _rectangleBody = BodyFactory.Instance.CreateRectangleBody(32, 32, 1f); //template
            _rectangleGeom = GeomFactory.Instance.CreateRectangleGeom(_rectangleBody, 32, 32); //template
            _rectangleGeom.FrictionCoefficient = .4f;
            _rectangleGeom.RestitutionCoefficient = 0f;

            //create the pyramid near the bottom of the screen.
            _pyramid = new Pyramid(_rectangleBody, _rectangleGeom, 32f / 3f, 32f / 3f, 32, 32, _pyramidBaseBodyCount,
                                   new Vector2(ScreenManager.ScreenCenter.X - _pyramidBaseBodyCount * .5f * (32 + 32 / 3),
                                               ScreenManager.ScreenHeight - 60));

            _pyramid.Load(PhysicsSimulator);

            _agent = new Agent(ScreenManager.ScreenCenter - new Vector2(320, 200));
            _agent.Load(ScreenManager.GraphicsDevice, PhysicsSimulator);

            base.LoadContent();
        }