public Spider(World world, PhysicsGameScreen screen, Vector2 position) { //Load bodies _circle = BodyFactory.CreateCircle(world, SpiderBodyRadius, 0.1f, position); _circle.BodyType = BodyType.Dynamic; //Left upper leg _leftUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X / 2f, 0f)); _leftUpper.BodyType = BodyType.Dynamic; //Left lower leg _leftLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position - new Vector2(SpiderBodyRadius, 0f) - new Vector2(_upperLegSize.X, 0f) - new Vector2(_lowerLegSize.X / 2f, 0f)); _leftLower.BodyType = BodyType.Dynamic; //Right upper leg _rightUpper = BodyFactory.CreateRectangle(world, _upperLegSize.X, _upperLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X / 2f, 0f)); _rightUpper.BodyType = BodyType.Dynamic; //Right lower leg _rightLower = BodyFactory.CreateRectangle(world, _lowerLegSize.X, _lowerLegSize.Y, 0.1f, _circle.Position + new Vector2(SpiderBodyRadius, 0f) + new Vector2(_upperLegSize.X, 0f) + new Vector2(_lowerLegSize.X / 2f, 0f)); _rightLower.BodyType = BodyType.Dynamic; //Create joints JointFactory.CreateRevoluteJoint(world, _circle, _leftUpper, new Vector2(_upperLegSize.X / 2f, 0f)); _leftShoulderAngleJoint = JointFactory.CreateAngleJoint(world, _circle, _leftUpper); _leftShoulderAngleJoint.MaxImpulse = 3f; JointFactory.CreateRevoluteJoint(world, _circle, _rightUpper, new Vector2(-_upperLegSize.X / 2f, 0f)); _rightShoulderAngleJoint = JointFactory.CreateAngleJoint(world, _circle, _rightUpper); _rightShoulderAngleJoint.MaxImpulse = 3f; JointFactory.CreateRevoluteJoint(world, _leftUpper, _leftLower, new Vector2(_lowerLegSize.X / 2f, 0f)); _leftKneeAngleJoint = JointFactory.CreateAngleJoint(world, _leftUpper, _leftLower); _leftKneeAngleJoint.MaxImpulse = 3f; JointFactory.CreateRevoluteJoint(world, _rightUpper, _rightLower, new Vector2(-_lowerLegSize.X / 2f, 0f)); _rightKneeAngleJoint = JointFactory.CreateAngleJoint(world, _rightUpper, _rightLower); _rightKneeAngleJoint.MaxImpulse = 3; _screen = screen; //GFX AssetCreator creator = _screen.ScreenManager.Assets; _torso = new Sprite(creator.CircleTexture(SpiderBodyRadius, MaterialType.Waves, Color.Gray, 1f)); _upperLeg = new Sprite(creator.TextureFromShape(_leftUpper.FixtureList[0].Shape, MaterialType.Blank, Color.DimGray, 1f)); _lowerLeg = new Sprite(creator.TextureFromShape(_leftLower.FixtureList[0].Shape, MaterialType.Blank, Color.DarkSlateGray, 1f)); }
public static void SetGeneral(ContentManager content, GraphicsDevice device, World World) { Globals.content = content; Globals.Device = device; AssetCreatorr = new AssetCreator(device); Globals.World = World; }
/// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _lineBatch = new LineBatch(GraphicsDevice); _assetCreator = new AssetCreator(GraphicsDevice); _assetCreator.LoadContent(_contentManager); _input.LoadContent(); // Tell each of the screens to load their content. foreach (GameScreen screen in _screens) { screen.LoadContent(); } }
private void CreateGFX() { AssetCreator creator = _screen.ScreenManager.Assets; _face = new Sprite(creator.CircleTexture(0.9f, MaterialType.Squares, Color.Gray, 1f)); _torso = new Sprite(creator.TextureFromVertices(PolygonTools.CreateRoundedRectangle(2f, 4f, 0.5f, 0.7f, 2), MaterialType.Squares, Color.LightSlateGray, 0.8f)); _upperArm = new Sprite(creator.TextureFromVertices(PolygonTools.CreateCapsule(1.9f, 0.45f, 16), MaterialType.Squares, Color.DimGray, 0.8f)); _lowerArm = new Sprite(creator.TextureFromVertices(PolygonTools.CreateCapsule(1.9f, 0.45f, 16), MaterialType.Squares, Color.DarkSlateGray, 0.8f)); _upperLeg = new Sprite(creator.TextureFromVertices(PolygonTools.CreateCapsule(2f, 0.5f, 16), MaterialType.Squares, Color.DimGray, 0.8f)); _lowerLeg = new Sprite(creator.TextureFromVertices(PolygonTools.CreateCapsule(2f, 0.5f, 16), MaterialType.Squares, Color.DarkSlateGray, 0.8f)); }
public Pyramid(World world, PhysicsGameScreen screen, Vector2 position, int count, float density) { Vertices rect = PolygonTools.CreateRectangle(0.5f, 0.5f); PolygonShape shape = new PolygonShape(rect, density); Vector2 rowStart = position; rowStart.Y -= 0.5f + count * 1.1f; Vector2 deltaRow = new Vector2(-0.625f, 1.1f); const float spacing = 1.25f; _boxes = new List <Body>(); for (int i = 0; i < count; ++i) { Vector2 pos = rowStart; for (int j = 0; j < i + 1; ++j) { Body body = BodyFactory.CreateBody(world); body.BodyType = BodyType.Dynamic; body.Position = pos; body.CreateFixture(shape); _boxes.Add(body); pos.X += spacing; } rowStart += deltaRow; } _screen = screen; //GFX AssetCreator creator = _screen.ScreenManager.Assets; _box = new Sprite(creator.TextureFromVertices(rect, MaterialType.Dots, Color.SaddleBrown, 2f)); }
public Agent(World world, PhysicsGameScreen screen, Vector2 position) { _collidesWith = Category.All; _collisionCategories = Category.All; _agentBody = BodyFactory.CreateBody(world, position); _agentBody.BodyType = BodyType.Dynamic; //Center FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody); //Left arm FixtureFactory.AttachRectangle(1.5f, 0.4f, 1f, new Vector2(-1f, 0f), _agentBody); FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(-2f, 0f)); //Right arm FixtureFactory.AttachRectangle(1.5f, 0.4f, 1f, new Vector2(1f, 0f), _agentBody); FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(2f, 0f)); //Top arm FixtureFactory.AttachRectangle(0.4f, 1.5f, 1f, new Vector2(0f, 1f), _agentBody); FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(0f, 2f)); //Bottom arm FixtureFactory.AttachRectangle(0.4f, 1.5f, 1f, new Vector2(0f, -1f), _agentBody); FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(0f, -2f)); _screen = screen; //GFX AssetCreator creator = _screen.ScreenManager.Assets; _box = new Sprite(creator.TextureFromVertices(PolygonTools.CreateRectangle(1.75f, 0.2f), MaterialType.Blank, Color.White, 1f)); _knob = new Sprite(creator.CircleTexture(0.5f, MaterialType.Blank, Color.Orange, 1f)); _offset = ConvertUnits.ToDisplayUnits(2f); }
public override void LoadContent() { base.LoadContent(); World.Gravity = new Vector2(0f, 10f); HasCursor = false; EnableCameraControl = true; HasVirtualStick = true; _hzFront = 8.5f; _hzBack = 5.0f; _zeta = 0.85f; _maxSpeed = 50.0f; #if WINDOWS_PHONE _scale = 2f / 3f; #else _scale = 1f; #endif // terrain _ground = new Body(World); { Vertices terrain = new Vertices(); terrain.Add(new Vector2(-20f, -5f)); terrain.Add(new Vector2(-20f, 0f)); terrain.Add(new Vector2(20f, 0f)); terrain.Add(new Vector2(25f, -0.25f)); terrain.Add(new Vector2(30f, -1f)); terrain.Add(new Vector2(35f, -4f)); terrain.Add(new Vector2(40f, 0f)); terrain.Add(new Vector2(45f, 0f)); terrain.Add(new Vector2(50f, 1f)); terrain.Add(new Vector2(55f, 2f)); terrain.Add(new Vector2(60f, 2f)); terrain.Add(new Vector2(65f, 1.25f)); terrain.Add(new Vector2(70f, 0f)); terrain.Add(new Vector2(75f, -0.3f)); terrain.Add(new Vector2(80f, -1.5f)); terrain.Add(new Vector2(85f, -3.5f)); terrain.Add(new Vector2(90f, 0f)); terrain.Add(new Vector2(95f, 0.5f)); terrain.Add(new Vector2(100f, 1f)); terrain.Add(new Vector2(105f, 2f)); terrain.Add(new Vector2(110f, 2.5f)); terrain.Add(new Vector2(115f, 1.3f)); terrain.Add(new Vector2(120f, 0f)); terrain.Add(new Vector2(160f, 0f)); terrain.Add(new Vector2(159f, 10f)); terrain.Add(new Vector2(201f, 10f)); terrain.Add(new Vector2(200f, 0f)); terrain.Add(new Vector2(240f, 0f)); terrain.Add(new Vector2(250f, -5f)); terrain.Add(new Vector2(250f, 10f)); terrain.Add(new Vector2(270f, 10f)); terrain.Add(new Vector2(270f, 0)); terrain.Add(new Vector2(310f, 0)); terrain.Add(new Vector2(310f, -5)); for (int i = 0; i < terrain.Count - 1; ++i) { FixtureFactory.AttachEdge(terrain[i], terrain[i + 1], _ground); } _ground.Friction = 0.6f; } // teeter board { _board = new Body(World); _board.BodyType = BodyType.Dynamic; _board.Position = new Vector2(140.0f, -1.0f); PolygonShape box = new PolygonShape(1f); box.SetAsBox(10.0f, 0.25f); _teeter = new Sprite(ScreenManager.Assets.TextureFromShape(box, MaterialType.Pavement, Color.LightGray, 1.2f)); _board.CreateFixture(box); RevoluteJoint teeterAxis = JointFactory.CreateRevoluteJoint(_ground, _board, Vector2.Zero); teeterAxis.LowerLimit = -8.0f * Settings.Pi / 180.0f; teeterAxis.UpperLimit = 8.0f * Settings.Pi / 180.0f; teeterAxis.LimitEnabled = true; World.AddJoint(teeterAxis); _board.ApplyAngularImpulse(-100.0f); } // bridge { _bridgeSegments = new List <Body>(); const int segmentCount = 20; PolygonShape shape = new PolygonShape(1f); shape.SetAsBox(1.0f, 0.125f); _bridge = new Sprite(ScreenManager.Assets.TextureFromShape(shape, MaterialType.Dots, Color.SandyBrown, 1f)); Body prevBody = _ground; for (int i = 0; i < segmentCount; ++i) { Body body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(161f + 2f * i, 0.125f); Fixture fix = body.CreateFixture(shape); fix.Friction = 0.6f; JointFactory.CreateRevoluteJoint(World, prevBody, body, -Vector2.UnitX); prevBody = body; _bridgeSegments.Add(body); } JointFactory.CreateRevoluteJoint(World, _ground, prevBody, Vector2.UnitX); } // boxes { _boxes = new List <Body>(); PolygonShape box = new PolygonShape(1f); box.SetAsBox(0.5f, 0.5f); _box = new Sprite(ScreenManager.Assets.TextureFromShape(box, MaterialType.Squares, Color.SaddleBrown, 2f)); Body body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -0.5f); body.CreateFixture(box); _boxes.Add(body); body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -1.5f); body.CreateFixture(box); _boxes.Add(body); body = new Body(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -2.5f); body.CreateFixture(box); _boxes.Add(body); } // car { Vertices vertices = new Vertices(8); vertices.Add(new Vector2(-2.5f, 0.08f)); vertices.Add(new Vector2(-2.375f, -0.46f)); vertices.Add(new Vector2(-0.58f, -0.92f)); vertices.Add(new Vector2(0.46f, -0.92f)); vertices.Add(new Vector2(2.5f, -0.17f)); vertices.Add(new Vector2(2.5f, 0.205f)); vertices.Add(new Vector2(2.3f, 0.33f)); vertices.Add(new Vector2(-2.25f, 0.35f)); PolygonShape chassis = new PolygonShape(vertices, 2f); _car = new Body(World); _car.BodyType = BodyType.Dynamic; _car.Position = new Vector2(0.0f, -1.0f); _car.CreateFixture(chassis); _wheelBack = new Body(World); _wheelBack.BodyType = BodyType.Dynamic; _wheelBack.Position = new Vector2(-1.709f, -0.78f); Fixture fix = _wheelBack.CreateFixture(new CircleShape(0.5f, 0.8f)); fix.Friction = 0.9f; _wheelFront = new Body(World); _wheelFront.BodyType = BodyType.Dynamic; _wheelFront.Position = new Vector2(1.54f, -0.8f); _wheelFront.CreateFixture(new CircleShape(0.5f, 1f)); Vector2 axis = new Vector2(0.0f, -1.2f); _springBack = new WheelJoint(_car, _wheelBack, _wheelBack.Position, axis); _springBack.MotorSpeed = 0.0f; _springBack.MaxMotorTorque = 20.0f; _springBack.MotorEnabled = true; //_springBack.Frequency = _hzBack; //_springBack.DampingRatio = _zeta; World.AddJoint(_springBack); _springFront = new WheelJoint(_car, _wheelFront, _wheelFront.Position, axis); _springFront.MotorSpeed = 0.0f; _springFront.MaxMotorTorque = 10.0f; _springFront.MotorEnabled = false; //_springFront.Frequency = _hzFront; //_springFront.DampingRatio = _zeta; World.AddJoint(_springFront); _carBody = new Sprite(ScreenManager.Content.Load <Texture2D>("Samples/car"), AssetCreator.CalculateOrigin(_car) / _scale); _wheel = new Sprite(ScreenManager.Content.Load <Texture2D>("Samples/wheel")); } Camera.MinRotation = -0.05f; Camera.MaxRotation = 0.05f; Camera.TrackingBody = _car; Camera.EnableTracking = true; }
/// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _lineBatch = new LineBatch(GraphicsDevice); _assetCreator = new AssetCreator(GraphicsDevice); _assetCreator.LoadContent(_contentManager); _input.LoadContent(); // Tell each of the screens to load their content. foreach (GameScreen screen in _screens) { screen.LoadContent(); } }
public Objects(World world, PhysicsGameScreen screen, Vector2 startPosition, Vector2 endPosition, int count, float radius, ObjectType type) { _bodies = new List <Body>(count); CollidesWith = Category.All; CollisionCategories = Category.All; for (int i = 0; i < count; ++i) { switch (type) { case ObjectType.Circle: _bodies.Add(BodyFactory.CreateCircle(world, radius, 1f)); break; case ObjectType.Rectangle: _bodies.Add(BodyFactory.CreateRectangle(world, radius, radius, 1f)); break; case ObjectType.Star: _bodies.Add(BodyFactory.CreateGear(world, radius, 10, 0f, 1f, 1f)); break; case ObjectType.Gear: _bodies.Add(BodyFactory.CreateGear(world, radius, 10, 100f, 1f, 1f)); break; } } for (int i = 0; i < _bodies.Count; ++i) { Body body = _bodies[i]; body.BodyType = BodyType.Dynamic; body.Position = Vector2.Lerp(startPosition, endPosition, i / (float)(count - 1)); body.Restitution = .7f; body.Friction = .2f; body.CollisionCategories = CollisionCategories; body.CollidesWith = CollidesWith; } _screen = screen; //GFX AssetCreator creator = _screen.ScreenManager.Assets; switch (type) { case ObjectType.Circle: _object = new Sprite(creator.CircleTexture(radius, MaterialType.Dots, Color.DarkRed, 0.8f)); break; case ObjectType.Rectangle: _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateRectangle(radius / 2f, radius / 2f), MaterialType.Dots, Color.Blue, 0.8f)); break; case ObjectType.Star: _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 0f, 1f), MaterialType.Dots, Color.Yellow, 0.8f)); break; case ObjectType.Gear: _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 100f, 1f), MaterialType.Dots, Color.DarkGreen, 0.8f)); break; } }
public override void LoadContent() { // We add to the GameServices objects that we want to be able to use accross different classes // without having to pass them explicitly every time. GraphicsDevice = GameServices.GetService<GraphicsDevice>(); Content = GameServices.GetService<ContentManager>(); graphics = GameServices.GetService<GraphicsDeviceManager>(); soundManager = GameServices.GetService<SoundManager>(); ScreenManager.AddScreen(RankScreen, null, false); ScreenManager.AddScreen(PauseScreen, null, false); world = new World(new Vector2(0, 0)); GameServices.AddService<World>(world); this.world.ContactManager.PostSolve += new PostSolveDelegate(PostSolve); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create a new track randomRaceTrack = RandomTrack.createTrack(); randomRaceTrack.polygonList = polygonsList; int[] crucialPoints = { 300, 600, 1000 }; Logic = new GameLogic(crucialPoints, randomRaceTrack.curvePointsMiddle.Count); randomRaceTrack.gameLogic = Logic; Logic.DidFinishLap += randomRaceTrack.ResetStickyNotes; mySneezesManager.randomTrack = randomRaceTrack; LoadPaperEffect(); screenRenderer = new ScreenRenderer(); GameServices.AddService<ScreenRenderer>(screenRenderer); Logic.DidEliminateCar += screenRenderer.setSadToPlayer; Logic.DidFinishLap += screenRenderer.setLap; for (int i = 0; i < 4; i++) { Car aCar = new Car(world, Content.Load<Texture2D>("Images/small_car"), Color.White, randomRaceTrack, i, playerIndexes[i]); Cars.Add(aCar); } assetCreator = new AssetCreator(graphics.GraphicsDevice); assetCreator.LoadContent(this.Content); defaultViewport = GraphicsDevice.Viewport; isFullHd=(ScreenManager.preferredHeight!=720); // Single screen mode only cameraFollowing = new Camera(defaultViewport, Vector2.Zero, new Vector2(defaultViewport.Width / 2, defaultViewport.Height / 2), 0.0f, Cars.Count, isFullHd); //ZOOM: //low res: //0.95 for 2 players //0.93 for 3 players //0.91 for 4 players //high res: //0.95 for 4 players GameServices.AddService<Camera>(cameraFollowing); mySneezesManager.camera = cameraFollowing; //generate starting positions and angles int startingPoint = 0; // positionCars(startingPoint); _debugView = new DebugViewXNA(world); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Joint); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactNormals); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Controllers); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.AABB); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, Content); basicVert = new VertexPositionColorTexture[maxNumberOfTriangles]; for (int i = 0; i < maxNumberOfTriangles; i++) basicVert[i].TextureCoordinate = new Vector2(-1); verticesBorders = new VertexPositionColorTexture[randomRaceTrack.curvePointsInternal.Count]; fluid = new Fluid(); fluid.Init(); currentPoses = new Vector2[4]; prevPoses = new Vector2[4]; currentMousePos = new Vector2(100); prevMousePos = new Vector2(0); quad = new QuadRenderComponent(ScreenManager.Game, cameraFollowing, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); ScreenManager.Game.Components.Add(quad); fluidUpdateThread = new Thread(this.UpdateFluid); fluidUpdateThread.Start(); mySneezesManager.fluid = fluid; fluidEffect = Content.Load<Effect>("Shaders/FluidEffect"); fluidEffect.Parameters["random"].SetValue(randomTex); texInk = new Texture2D(graphics.GraphicsDevice, fluid.m_w, fluid.m_h, true, SurfaceFormat.Color); buffer = new RenderTarget2D(GraphicsDevice, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height, true, SurfaceFormat.Color, GraphicsDevice.PresentationParameters.DepthStencilFormat); //gaussian = new GaussianBlur(ScreenManager.Game); }
public TheoJansenWalker(World world, PhysicsGameScreen screen, Vector2 position) { _position = position; _motorSpeed = 2.0f; _motorOn = true; _screen = screen; _walkerJoints = new List <DistanceJoint>(); _leftShoulders = new Body[3]; _rightShoulders = new Body[3]; _leftLegs = new Body[3]; _rightLegs = new Body[3]; Vector2 pivot = new Vector2(0f, -0.8f); // Chassis { PolygonShape shape = new PolygonShape(1f); shape.SetAsBox(2.5f, 1.0f); _body = new Sprite(_screen.ScreenManager.Assets.TextureFromShape(shape, MaterialType.Blank, Color.Beige, 1f)); _chassis = BodyFactory.CreateBody(world); _chassis.BodyType = BodyType.Dynamic; _chassis.Position = pivot + _position; Fixture fixture = _chassis.CreateFixture(shape); fixture.CollisionGroup = -1; } { CircleShape shape = new CircleShape(1.6f, 1f); _engine = new Sprite(_screen.ScreenManager.Assets.TextureFromShape(shape, MaterialType.Waves, Color.Beige * 0.8f, 1f)); _wheel = BodyFactory.CreateBody(world); _wheel.BodyType = BodyType.Dynamic; _wheel.Position = pivot + _position; Fixture fixture = _wheel.CreateFixture(shape); fixture.CollisionGroup = -1; } { _motorJoint = new RevoluteJoint(_wheel, _chassis, _wheel.GetLocalPoint(_chassis.Position), Vector2.Zero); _motorJoint.CollideConnected = false; _motorJoint.MotorSpeed = _motorSpeed; _motorJoint.MaxMotorTorque = 400f; _motorJoint.MotorEnabled = _motorOn; world.AddJoint(_motorJoint); } Vector2 wheelAnchor = pivot + new Vector2(0f, 0.8f); CreateLegTextures(); CreateLeg(world, -1f, wheelAnchor, 0); CreateLeg(world, 1f, wheelAnchor, 0); _leftLeg.Origin = AssetCreator.CalculateOrigin(_leftLegs[0]); _leftShoulder.Origin = AssetCreator.CalculateOrigin(_leftShoulders[0]); _rightLeg.Origin = AssetCreator.CalculateOrigin(_rightLegs[0]); _rightShoulder.Origin = AssetCreator.CalculateOrigin(_rightShoulders[0]); _wheel.SetTransform(_wheel.Position, 120f * Settings.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 1); CreateLeg(world, 1f, wheelAnchor, 1); _wheel.SetTransform(_wheel.Position, -120f * Settings.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 2); CreateLeg(world, 1f, wheelAnchor, 2); }