private void LoadCircles() { _redCircles = new Circles[10]; _blueCircles = new Circles[10]; _blackCircles = new Circles[10]; _greenCircles = new Circles[10]; Vector2 startPosition = new Vector2(50, 50); Vector2 endPosition = new Vector2(ScreenManager.ScreenWidth - 50, 50); #if XBOX const int balls = 20; #else const int balls = 40; #endif const float ySpacing = 12; for (int i = 0; i < _redCircles.Length; i++) { _redCircles[i] = new Circles(startPosition, endPosition, balls, 5, new Color(200, 0, 0, 175), Color.Black); _redCircles[i].CollisionCategories = (CollisionCategory.Cat1); _redCircles[i].CollidesWith = (CollisionCategory.Cat5); _redCircles[i].Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition.Y += ySpacing; endPosition.Y += ySpacing; } startPosition.Y += 2 * ySpacing; endPosition.Y += 2 * ySpacing; for (int i = 0; i < _blueCircles.Length; i++) { _blueCircles[i] = new Circles(startPosition, endPosition, balls, 5, new Color(0, 0, 200, 175), Color.Black); _blueCircles[i].CollisionCategories = (CollisionCategory.Cat3); _blueCircles[i].CollidesWith = (CollisionCategory.Cat5); _blueCircles[i].Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition.Y += ySpacing; endPosition.Y += ySpacing; } startPosition.Y += 12 * ySpacing; endPosition.Y += 12 * ySpacing; for (int i = 0; i < _greenCircles.Length; i++) { _greenCircles[i] = new Circles(startPosition, endPosition, balls, 5, new Color(0, 200, 0, 175), Color.Black); _greenCircles[i].CollisionCategories = (CollisionCategory.Cat2); _greenCircles[i].CollidesWith = (CollisionCategory.Cat5); _greenCircles[i].Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition.Y += ySpacing; endPosition.Y += ySpacing; } startPosition.Y += 2 * ySpacing; endPosition.Y += 2 * ySpacing; for (int i = 0; i < _blackCircles.Length; i++) { _blackCircles[i] = new Circles(startPosition, endPosition, balls, 5, new Color(0, 0, 0, 175), Color.Black); _blackCircles[i].CollisionCategories = (CollisionCategory.Cat4); _blackCircles[i].CollidesWith = (CollisionCategory.Cat5); _blackCircles[i].Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition.Y += ySpacing; endPosition.Y += ySpacing; } }
private void LoadCircles() { //Cat1=Red, Cat2=Green, Cat3=Blue, Cat4=Black, Cat5=Agent Vector2 startPosition = new Vector2(100, 100); Vector2 endPosition = new Vector2(100, ScreenManager.ScreenHeight - 100); _redCircles1 = new Circles(startPosition, endPosition, 15, 15, new Color(200, 0, 0, 175), Color.Black); _redCircles1.CollisionCategories = (CollisionCategory.Cat1); _redCircles1.CollidesWith = (CollisionCategory.Cat1 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _redCircles1.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(200, 200); endPosition = new Vector2(200, ScreenManager.ScreenHeight - 200); _redCircles2 = new Circles(startPosition, endPosition, 15, 12, new Color(200, 0, 0, 175), Color.Black); _redCircles2.CollisionCategories = (CollisionCategory.Cat1); _redCircles2.CollidesWith = (CollisionCategory.Cat1 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _redCircles2.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(300, 300); endPosition = new Vector2(300, ScreenManager.ScreenHeight - 300); _redCircles3 = new Circles(startPosition, endPosition, 10, 9, new Color(200, 0, 0, 175), Color.Black); _redCircles3.CollisionCategories = (CollisionCategory.Cat1); _redCircles3.CollidesWith = (CollisionCategory.Cat1 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _redCircles3.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(200, 100); endPosition = new Vector2(ScreenManager.ScreenWidth - 200, 100); _greenCircles1 = new Circles(startPosition, endPosition, 15, 15, new Color(0, 200, 0, 175), Color.Black); _greenCircles1.CollisionCategories = (CollisionCategory.Cat2); _greenCircles1.CollidesWith = (CollisionCategory.Cat2 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _greenCircles1.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(300, 200); endPosition = new Vector2(ScreenManager.ScreenWidth - 300, 200); _greenCircles2 = new Circles(startPosition, endPosition, 15, 12, new Color(0, 200, 0, 175), Color.Black); _greenCircles2.CollisionCategories = (CollisionCategory.Cat2); _greenCircles2.CollidesWith = (CollisionCategory.Cat2 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _greenCircles2.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(400, 300); endPosition = new Vector2(ScreenManager.ScreenWidth - 400, 300); _greenCircles3 = new Circles(startPosition, endPosition, 10, 9, new Color(0, 200, 0, 175), Color.Black); _greenCircles3.CollisionCategories = (CollisionCategory.Cat2); _greenCircles3.CollidesWith = (CollisionCategory.Cat2 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _greenCircles3.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(ScreenManager.ScreenWidth - 100, 100); endPosition = new Vector2(ScreenManager.ScreenWidth - 100, ScreenManager.ScreenHeight - 100); _blueCircles1 = new Circles(startPosition, endPosition, 15, 15, new Color(0, 0, 200, 175), Color.Black); _blueCircles1.CollisionCategories = (CollisionCategory.Cat3); _blueCircles1.CollidesWith = (CollisionCategory.Cat3 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _blueCircles1.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(ScreenManager.ScreenWidth - 200, 200); endPosition = new Vector2(ScreenManager.ScreenWidth - 200, ScreenManager.ScreenHeight - 200); _blueCircles2 = new Circles(startPosition, endPosition, 15, 12, new Color(0, 0, 200, 175), Color.Black); _blueCircles2.CollisionCategories = (CollisionCategory.Cat3); _blueCircles2.CollidesWith = (CollisionCategory.Cat3 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _blueCircles2.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(ScreenManager.ScreenWidth - 300, 300); endPosition = new Vector2(ScreenManager.ScreenWidth - 300, ScreenManager.ScreenHeight - 300); _blueCircles3 = new Circles(startPosition, endPosition, 10, 9, new Color(0, 0, 200, 175), Color.Black); _blueCircles3.CollisionCategories = (CollisionCategory.Cat3); _blueCircles3.CollidesWith = (CollisionCategory.Cat3 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _blueCircles3.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(200, ScreenManager.ScreenHeight - 100); endPosition = new Vector2(ScreenManager.ScreenWidth - 200, ScreenManager.ScreenHeight - 100); _blackCircles1 = new Circles(startPosition, endPosition, 15, 15, new Color(0, 0, 0, 200), Color.Black); _blackCircles1.CollisionCategories = CollisionCategory.Cat4; _blackCircles1.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat5; //Collide with all but Cat5 _blackCircles1.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(300, ScreenManager.ScreenHeight - 200); endPosition = new Vector2(ScreenManager.ScreenWidth - 300, ScreenManager.ScreenHeight - 200); _blackCircles2 = new Circles(startPosition, endPosition, 15, 12, new Color(0, 0, 0, 200), Color.Black); _blackCircles2.CollisionCategories = CollisionCategory.Cat4; _blackCircles2.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat5; //Collide with all but Cat5 _blackCircles2.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); startPosition = new Vector2(400, ScreenManager.ScreenHeight - 300); endPosition = new Vector2(ScreenManager.ScreenWidth - 400, ScreenManager.ScreenHeight - 300); _blackCircles3 = new Circles(startPosition, endPosition, 10, 9, new Color(0, 0, 0, 200), Color.Black); _blackCircles3.CollisionCategories = CollisionCategory.Cat4; _blackCircles3.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat5; //Collide with all but Cat5 _blackCircles3.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); }