internal void loadPhysicsBody() { physicsBody = new DPhysicsBody(new Vector2(TiledMap.tilewidth, TiledMap.tileheight)) { BodyType = FarseerPhysics.Dynamics.BodyType.Static }; physicsBody.Position = ConvertUnits.ToSimUnits(positionInNode(DScene.current.gameWorld)); }
internal void loadPhysics() { physicsBody = new DPhysicsBody(new Vector2(40, 40)) { IsBullet = true }; physicsBody.OnCollision += physicsBody_OnCollision; physicsBody.OnSeparation += physicsBody_OnSeparation; }
internal void loadPhysicsBody() { if (ChildNodes.Count > 0) { foreach (XmlNode objectChildNode in ChildNodes) { switch (objectChildNode.Name) { case "ellipse": physicsBody = new DPhysicsBody(new Vector2(width, height), ShapeType.Circle); break; case "polygon": physicsBody = new DPhysicsBody(getVertices(objectChildNode)); break; case "polyline": physicsBody = new DPhysicsBody(getVertices(objectChildNode)); break; default: #if DEBUG throw new Exception(); #else break; #endif } } } else { physicsBody = new DPhysicsBody(new Vector2(width, height)); } physicsBody.Position = ConvertUnits.ToSimUnits(positionInNode(DScene.current.gameWorld)); physicsBody.BodyType = FarseerPhysics.Dynamics.BodyType.Static; }