/// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            input   = (InputHandler)Game.Services.GetService(typeof(IInputHandler));
            console = (DeveloperConsole)Game.Services.GetService(typeof(IDeveloperConsole));
            console.MessageHandler += new DeveloperConsole.DeveloperConsoleMessageHandler(ConsoleMessageHandler);
            camera     = (Camera)Game.Services.GetService(typeof(ICamera));
            guimanager = (GUIManager)Game.Services.GetService(typeof(IGUIManager));

            // Define the World
            Simulator = new PhysicsSimulator(new Vector2(0, 8));
            debugView = new PhysicsSimulatorView(Simulator);

            base.Initialize();

            controlPanel = new GUIPhysicsControls(Game);
            controlPanel.Initialize();
            guimanager.AddComponent(controlPanel);
            GUIButton btn = (GUIButton)controlPanel.getComponent("pause");

            btn.OnMouseClick += new GUIButton.MouseClickHandler(PauseButtonMouseClick);

            btn = (GUIButton)controlPanel.getComponent("play");
            btn.OnMouseClick += new GUIButton.MouseClickHandler(PlayButtonMouseClick);

            statusLabel = (GUILabel)controlPanel.getComponent("status");
            //start off paused.
            Paused = true;

            GUICheckbox cb = (GUICheckbox)controlPanel.getComponent("debugdraw");

            cb.CheckStateChange += new GUICheckbox.CheckChangeEventHandler(DebugDrawCheckStateChanged);
            cb.Checked           = debugDraw;
        }
Exemple #2
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        public override void Initialize()
        {
            PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 0));
            PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);

            base.Initialize();
        }
Exemple #3
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        public override void Initialize()
        {
            PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100));
            PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);
            PhysicsSimulatorView.EnableGridView = false;

            base.Initialize();
        }
Exemple #4
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        public override void Initialize()
        {
            PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 0));
            PhysicsSimulator.MaxContactsToDetect = 2;
            //for stacked objects, simultaneous collision are the bottlenecks so limit them to 2 per geometric pair.
            PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);

            base.Initialize();
        }
 protected GameScreen()
 {
     ScreenState = ScreenState.TransitionOn;
     TransitionPosition = 1;
     TransitionOffTime = TimeSpan.Zero;
     TransitionOnTime = TimeSpan.Zero;
     PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 0));
     PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);
 }
Exemple #6
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        public override void Initialize()
        {
            PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 150));
            PhysicsSimulator.MaxContactsToDetect = 5;
            PhysicsSimulator.MaxContactsToResolve = 2;
            PhysicsSimulator.Iterations = 10;
            PhysicsSimulator.BiasFactor = .4f;
            PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);

            base.Initialize();
        }
 public EditorScreen(Game game)
     : base(game)
 {
     physicsSim = new PhysicsSimulator(new Vector2(0f, 1.0f));
     entityManager = new EntityManager();
     guiManager = new GUIManager();
     simView = new PhysicsSimulatorView(physicsSim);
     simView.LoadContent(Game.GraphicsDevice, Game.Content);
     //Build UI
     GUITextButton exitBtn = new GUITextButton(game, "BTN_EXIT", "POP", "Exit", 10, 10);
     guiManager.addObject(exitBtn);
 }
Exemple #8
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        public override void Initialize()
        {
            PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 200));
            PhysicsSimulator.MaxContactsToDetect = 2;
            //for stacked objects, simultaneous collision are the bottlenecks so limit them to 2 per geometric pair.
            PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);
            PhysicsSimulatorView.EnableGridView = false;
            PhysicsSimulatorView.EnableEdgeView = false;
            PhysicsSimulatorView.EnableVerticeView = false;
            PhysicsSimulatorView.EnableAABBView = true;
            PhysicsSimulatorView.EnableCoordinateAxisView = true;

            base.Initialize();
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            knight.LoadContent(physicsSimulator, Content);
            level.Build("level.xml", physicsSimulator, Content);

            bodyCamera = BodyFactory.Instance.CreateBody(physicsSimulator, 1f, 1f);
            bodyCamera.IgnoreGravity = true;
            camera = new Camera2D(new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height));
            camera.TrackingBody = bodyCamera;
            camera.Zoom = .25f;

            psView = new PhysicsSimulatorView(physicsSimulator);
            psView.LoadContent(GraphicsDevice, Content);
        }
Exemple #10
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        public override void Initialize()
        {
            PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 50));
            //PhysicsSimulator.NarrowPhaseCollider = new SAT(PhysicsSimulator);
            PhysicsSimulator.BiasFactor = .2f;
            //for stacked objects, simultaneous collision are the bottlenecks so limit them to 2 per geometric pair.
            PhysicsSimulator.MaxContactsToDetect = 2;

            PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);
            PhysicsSimulatorView.EnableEdgeView = false;

            base.Initialize();
        }
Exemple #11
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 protected GameScreen()
 {
     _physicsSimulator = new PhysicsSimulator(new Vector2(0, 0));
     _physicsSimulatorView = new PhysicsSimulatorView(_physicsSimulator);
 }
        public override void Initialize()
        {
            PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100));
            PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);
            PhysicsSimulator.MaxContactsToDetect = 6;
            PhysicsSimulator.MaxContactsToResolve = 3;
            PhysicsSimulator.BroadPhaseCollider = new BruteForceCollider(PhysicsSimulator);
            PhysicsSimulator.Iterations = 20;

            PhysicsSimulatorView.EnableContactView = false;
            PhysicsSimulatorView.EnableEdgeView = true;
            PhysicsSimulatorView.EnableAABBView = false;
            PhysicsSimulatorView.EnableVerticeView = false;

            base.Initialize();
        }
Exemple #13
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        public override void Initialize()
        {
            PhysicsSimulator = new PhysicsSimulator(new Vector2(0, 100));
            PhysicsSimulatorView = new PhysicsSimulatorView(PhysicsSimulator);

            PhysicsSimulatorView.EnableEdgeView = true;
            PhysicsSimulatorView.EnableCoordinateAxisView = true;
            PhysicsSimulatorView.EnableAABBView = false;

            base.Initialize();
        }