public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; spc = new ChipmunkSharp.cpSpace(); spc.SetGravity(new ChipmunkSharp.cpVect(0, 1f)); spc.AddDefaultCollisionHandler().preSolveFunc = new Func <cpArbiter, cpSpace, object, bool> ((arg1, arg2, arg3) => { Console.WriteLine("ij"); return(true); }); spc.AddDefaultCollisionHandler().beginFunc = new Func <cpArbiter, cpSpace, object, bool> ((arg1, arg2, arg3) => { Console.WriteLine("ij"); return(true); }); }
public PhysicObject(Texture2D firstText, Vector2 startingPos, ChipmunkSharp.cpSpace space, bool isKinematic = false) : base(firstText, startingPos) { trsf = new cpTransform(); collCount++; physic = new cpBody(1000, cp.PHYSICS_INFINITY); if (isKinematic) { physic.SetBodyType(cpBodyType.KINEMATIC); } shp = new ChipmunkSharp.cpCircleShape(physic, 100, ChipmunkSharp.cpVect.Zero); shp.Active(); shp.SetSensor(true); shp.SetCollisionType(1); physic.SetPosition(new ChipmunkSharp.cpVect(Position.X, Position.Y)); if (space != null) { space.AddBody(physic); space.AddShape(shp); this.space = space; } }