private void load(OsuColour colours) { WaveContainer container; Add(container = new WaveContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = new Vector2(400), FirstWaveColour = colours.Red, SecondWaveColour = colours.Green, ThirdWaveColour = colours.Blue, FourthWaveColour = colours.Pink, Children = new Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Colour = Colour4.Black.Opacity(0.5f), }, new OsuSpriteText { Anchor = Anchor.Centre, Origin = Anchor.Centre, Font = OsuFont.GetFont(size: 20), Text = @"Wave Container", }, }, }); AddStep(@"show", container.Show); AddStep(@"hide", container.Hide); }
protected WaveOverlayContainer() { AddInternal(Waves = new WaveContainer { RelativeSizeAxes = Axes.Both, }); }
public ListingSubScreen() { Anchor = Anchor.Centre; Origin = Anchor.Centre; RelativeSizeAxes = Axes.Both; var backgroundColour = Color4Extensions.FromHex(@"3e3a44"); InternalChild = waveContainer = new ListingWaveContainer { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { romImportHandler = new RomImportHandler(), new Box { RelativeSizeAxes = Axes.Both, Colour = backgroundColour, }, listing = new RomListing { RelativeSizeAxes = Axes.Both, RomSelected = Prepare, Padding = new MarginPadding { Top = ListingHeader.HEIGHT }, }, new ListingHeader() } }; }
private BuoyancyTest() { //Make a box //Bottom Body ground = BodyFactory.CreateBody(World); Vertices edge = PolygonTools.CreateEdge(new Vector2(0.0f, 0.0f), new Vector2(40.0f, 0.0f)); PolygonShape shape = new PolygonShape(edge); ground.CreateFixture(shape); //Left side shape.Set(PolygonTools.CreateEdge(new Vector2(0.0f, 0.0f), new Vector2(00.0f, 15.0f))); ground.CreateFixture(shape); //Right side shape.Set(PolygonTools.CreateEdge(new Vector2(40.0f, 0.0f), new Vector2(40.0f, 15.0f))); ground.CreateFixture(shape); //Buoyancy controller _aabbContainer = new AABBFluidContainer(new Vector2(0, 0), 40, 10); _waveContainer = new WaveContainer(new Vector2(0, 0), 40, 10); _waveContainer.WaveGeneratorStep = 0; FluidDragController buoyancyController = new FluidDragController(_waveContainer, 4f, 0.98f, 0.2f, World.Gravity); buoyancyController.Entry += EntryEventHandler; Vector2 offset = new Vector2(5, 0); //Bunch of balls for (int i = 0; i < 4; i++) { Fixture fixture = FixtureFactory.CreateCircle(World, 1, 1, new Vector2(15, 1) + offset * i); fixture.Body.BodyType = BodyType.Dynamic; buoyancyController.AddGeom(fixture); } World.Add(buoyancyController); }