protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager)
        {
            tile = factory.GetTexture2D("Textures/tile");
            FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld;

            ///Ground
            Vertices verts = PolygonTools.CreateRectangle(GraphicInfo.BackBufferWidth, 100);
            {
                IModelo2D model = new SpriteFarseer(factory, verts, Color.Red);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model, 1, BodyType.Static);
                I2DObject o = new I2DObject(fs, mat, model);
                ///the origin of the created object will be in the center of it, this mean: if we draw it, the center of mass of it will be on the midle of the screen
                ///We need to translate it a bit down                
                o.PhysicObject.Position = new Vector2(0, 250);
                this.World.AddObject(o);
            }         

            ///animated sprite
            {
                ///loading the texture
                Texture2D tex = factory.GetTexture2D("Textures//DudeSheet");
                ///scale the texture (this is not good specially with animated texture, cause the whole texture is being scalled)
                tex = factory.GetScaledTexture(tex, new Vector2(2));
                ///Loading the Sprite and extracting the frames 
                ///8 = Maximum number of frames in the horizontal
                ///2 = Number of animation
                ///See the texture DudeSheet to undertand
                SpriteAnimated sa = new SpriteAnimated(tex, 8, 2);
                ///Specify the first animation (First "line" of the texture) -- see the extra parameters in addAnimation
                sa.AddAnimation("ANIM1", 1, 8, 0);
                ///Specify the Second animation (Second "line" of the texture)
                sa.AddAnimation("ANIM2", 2, 4, 0);

                ///Create the Material
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                ///To create the physic object, we extract one frame from the image and use it to be our physic body =P
                Texture2D frame = factory.GetTexturePart(tex, sa.GetFrameRectangle("ANIM1", 0));
                FarseerObject fs = new FarseerObject(fworld, frame);                
                sheet = new I2DObject(fs, mat, sa);
                sheet.PhysicObject.Position = new Vector2(0,0);
                this.World.AddObject(sheet);
            }

            ///camera
            this.World.Camera2D = new Camera2D(GraphicInfo);
            base.LoadContent(GraphicInfo, factory, contentManager);
            
            ///when double tap, perform the following action
            this.BindInput(new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap,
                (a) =>
                {
                    animationIndex = (animationIndex + 1) % 2;
                    (sheet.Modelo as SpriteAnimated).ChangeAnimation(animations[animationIndex]);
                    ///you can play, pause, change ..... using the SpriteAnimated object.
                }
                ));
        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager)
        {
            tile = factory.GetTexture2D("Textures/tile");

            FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld;

            ///border
            border = new Border(fworld, factory, GraphicInfo, factory.CreateTexture2DColor(1, 1, Color.Red));

            ///from texture
            {
                Texture2D tex = factory.GetTexture2D("Textures//goo");
                IModelo2D model = new SpriteFarseer(tex);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.PhysicObject.Position = new Vector2(200, 0);
                this.World.AddObject(o);
            }

            ///from texture, scale usage sample
            {
                Texture2D tex = factory.GetTexture2D("Textures//goo");
                tex = factory.GetScaledTexture(tex, new Vector2(2));
                IModelo2D model = new SpriteFarseer(tex);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.OnHasMoved += new PloobsEngine.SceneControl._2DScene.OnHasMoved(o_OnHasMoved);
                this.World.AddObject(o);
            }

            ///rectangle
            Vertices verts = PolygonTools.CreateRectangle(50, 50);
            {
                IModelo2D model = new SpriteFarseer(factory, verts, Color.Orange);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.PhysicObject.Position = new Vector2(-200, 0);
                this.World.AddObject(o);
            }

            ///circle
            CircleShape circle = new CircleShape(50, 1);
            {
                IModelo2D model = new SpriteFarseer(factory, circle, Color.Orange);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.PhysicObject.Position = new Vector2(200, -100);
                this.World.AddObject(o);
            }

            ///animated sprite
            {
                Texture2D tex = factory.GetTexture2D("Textures//DudeSheet");
                SpriteAnimated sa = new SpriteAnimated(tex, 8, 2);
                sa.AddAnimation("ANIM1", 1, 8, 0);
                sa.AddAnimation("ANIM2", 2, 4, MathHelper.PiOver2);

                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                Texture2D frame = factory.GetTexturePart(tex, sa.GetFrameRectangle("ANIM1", 0));
                FarseerObject fs = new FarseerObject(fworld, frame);

                //GhostObject fs = new GhostObject(Vector2.Zero);
                sheet = new I2DObject(fs, mat, sa);
                sheet.PhysicObject.Position = new Vector2(500, 0);
                this.World.AddObject(sheet);
            }

            {
                PointLight2D l = new PointLight2D(new Vector2(-GraphicInfo.BackBufferWidth / 4, -GraphicInfo.BackBufferWidth / 4), Color.Red, 1);
                this.World.AddLight(l);
            }

            {
                SpotLight2D l = new SpotLight2D(new Vector2(+GraphicInfo.BackBufferWidth / 4, -GraphicInfo.BackBufferWidth / 4), Color.Blue, new Vector2(0, 1), MathHelper.ToRadians(45));
                this.World.AddLight(l);
            }

            {
                SimpleConcreteKeyboardInputPlayable sc = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space);
                sc.KeyStateChange += new KeyStateChange(sc_KeyStateChange);
                this.BindInput(sc);
            }

            ///camera
            this.World.Camera2D = new Camera2D(GraphicInfo);

            DPFSParticleSystem ps = new DPFSParticleSystem("TESTE", new SpriteParticleSystem(null));
            this.World.ParticleManager.AddAndInitializeParticleSystem(ps);

            ///add a post effect =P
            //this.RenderTechnic.AddPostEffect(new WigglePostEffect());

            ///updateable
            JointUpdateable ju = new JointUpdateable(this, fworld, this.World.Camera2D);

            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                NeoforceGui guiManager = this.Gui as NeoforceGui;
                System.Diagnostics.Debug.Assert(guiManager != null);

                // Create and setup Window control.
                Window window = new Window(guiManager.Manager);
                window.Init();
                window.Text = "Getting Started";
                window.Width = 480;
                window.Height = 200;
                window.Center();
                window.Visible = true;

                // Create Button control and set the previous window as its parent.
                Button button = new Button(guiManager.Manager);
                button.Init();
                button.Text = "OK";
                button.Width = 72;
                button.Height = 24;
                button.Left = (window.ClientWidth / 2) - (button.Width / 2);
                button.Top = window.ClientHeight - button.Height - 8;
                button.Anchor = Anchors.Bottom;
                button.Parent = window;

                // Add the window control to the manager processing queue.
                guiManager.Manager.Add(window);

            }
        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager)
        {
            tile = factory.GetTexture2D("Textures/tile");
            FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld;

            //ground
            {
                Vertices Vertices = new Vertices(3);
                Vertices.Add(new Vector2(-200, 0));
                Vertices.Add(new Vector2(0, 200));
                Vertices.Add(new Vector2(200, 0));

                SpriteFarseer SpriteFarseer = new SpriteFarseer(factory, Vertices, Color.Red);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, SpriteFarseer, 1, BodyType.Static);
                I2DObject o = new I2DObject(fs, mat, SpriteFarseer);
                this.World.AddObject(o);

            }

            ///from texture
            {
                Texture2D tex = factory.GetTexture2D("Textures//goo");
                IModelo2D model = new SpriteFarseer(tex);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, tex);
                I2DObject o = new I2DObject(fs, mat, model);
                this.World.AddObject(o);
            }

            ///rectangle
            Vertices verts = PolygonTools.CreateRectangle(50, 50);
            {
                IModelo2D model = new SpriteFarseer(factory, verts, Color.Red);
                model.LayerDepth = 0;
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model, 1, BodyType.Static);
                I2DObject o = new I2DObject(fs, mat, model);
                this.World.AddObject(o);
            }

            //rectangle
            //cria em Display
            verts = PolygonTools.CreateRectangle(50, 50);

            {
                IModelo2D model = new SpriteFarseer(factory, verts, Color.Green);
                model.LayerDepth = 1;
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model, 1, BodyType.Static);
                I2DObject o = new I2DObject(fs, mat, model);
            
                o.PhysicObject.Position = new Vector2(50, 50);
                this.World.AddObject(o);
            }


            ///rectangle
            verts = PolygonTools.CreateRectangle(50, 50);
            {
                IModelo2D model = new SpriteFarseer(factory, verts, Color.Orange);
                model.LayerDepth = 0;
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model, 1, BodyType.Static);
                I2DObject o = new I2DObject(fs, mat, model);
                o.PhysicObject.Position = new Vector2(-GraphicInfo.BackBufferWidth / 2, 0);
                this.World.AddObject(o);
            }

            ///circle
            CircleShape circle = new CircleShape(50, 1);
            {
                IModelo2D model = new SpriteFarseer(factory, circle, Color.Yellow);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.PhysicObject.Position = new Vector2(0, -GraphicInfo.BackBufferHeight / 2);
                this.World.AddObject(o);
            }

            ///animated sprite
            {
                Texture2D tex = factory.GetTexture2D("Textures//DudeSheet");
                SpriteAnimated sa = new SpriteAnimated(tex, 8, 2);
                sa.AddAnimation("ANIM1", 1, 8, 0);
                sa.AddAnimation("ANIM2", 2, 4, MathHelper.PiOver2);

                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                Texture2D frame = factory.GetTexturePart(tex, sa.GetFrameRectangle("ANIM1", 0));
                FarseerObject fs = new FarseerObject(fworld, frame);

                I2DObject sheet = new I2DObject(fs, mat, sa);
                sheet.PhysicObject.Position = new Vector2(100, 100);
                this.World.AddObject(sheet);
            }
                        
            Primitive2DDraw.Add2DPrimitive(lines);

            ///camera
            this.World.Camera2D = new Camera2D(GraphicInfo);
            base.LoadContent(GraphicInfo, factory, contentManager);
        }
Esempio n. 4
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        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IContentManager contentManager)
        {
            tile = factory.GetTexture2D("Textures/tile");

            FarseerWorld fworld = this.World.PhysicWorld as FarseerWorld;

            ///border
            border = new Border(fworld, factory, GraphicInfo, factory.CreateTexture2DColor(1, 1, Color.Red));

            ///from texture
            {
                Texture2D tex = factory.GetTexture2D("Textures//goo");
                IModelo2D model = new SpriteFarseer(tex);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.PhysicObject.Position = new Vector2(200, 0);
                this.World.AddObject(o);
            }

            ///from texture, scale usage sample
            {
                Texture2D tex = factory.GetTexture2D("Textures//goo");
                tex = factory.GetScaledTexture(tex, new Vector2(2));
                IModelo2D model = new SpriteFarseer(tex);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.OnHasMoved += new PloobsEngine.SceneControl._2DScene.OnHasMoved(o_OnHasMoved);
                this.World.AddObject(o);
            }

            ///rectangle
            Vertices verts = PolygonTools.CreateRectangle(50, 50);
            {
                IModelo2D model = new SpriteFarseer(factory, verts, Color.Orange);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.PhysicObject.Position = new Vector2(-200, 0);
                this.World.AddObject(o);
            }

            ///circle
            CircleShape circle = new CircleShape(50, 1);
            {
                IModelo2D model = new SpriteFarseer(factory, circle , Color.Orange);
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                FarseerObject fs = new FarseerObject(fworld, model);
                I2DObject o = new I2DObject(fs, mat, model);
                o.PhysicObject.Position = new Vector2(200, -100);
                this.World.AddObject(o);
            }

            ///animated sprite
            {
                Texture2D tex = factory.GetTexture2D("Textures//DudeSheet");
                SpriteAnimated sa = new SpriteAnimated(tex, 8, 2);                
                sa.AddAnimation("ANIM1", 1, 8,0);
                sa.AddAnimation("ANIM2", 2, 4, MathHelper.PiOver2);
                
                Basic2DTextureMaterial mat = new Basic2DTextureMaterial();
                Texture2D frame = factory.GetTexturePart(tex,sa.GetFrameRectangle("ANIM1",0));
                FarseerObject fs = new FarseerObject(fworld, frame);                

                //GhostObject fs = new GhostObject(Vector2.Zero);
                sheet = new I2DObject(fs, mat, sa);
                sheet.PhysicObject.Position = new Vector2(500, 0);
                this.World.AddObject(sheet);
            }

            {
                PointLight2D l = new PointLight2D(new Vector2(-GraphicInfo.BackBufferWidth / 4, -GraphicInfo.BackBufferWidth / 4), Color.Red, 1);
                this.World.AddLight(l);
            }

            {
                SpotLight2D l = new SpotLight2D(new Vector2(+GraphicInfo.BackBufferWidth / 4, -GraphicInfo.BackBufferWidth / 4), Color.Blue, new Vector2(0, 1), MathHelper.ToRadians(45));
                this.World.AddLight(l);
            }
            
            {
            SimpleConcreteKeyboardInputPlayable sc = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS,Keys.Space);
            sc.KeyStateChange+=new KeyStateChange(sc_KeyStateChange);
            this.BindInput(sc);
            }

            ///camera
            this.World.Camera2D = new Camera2D(GraphicInfo);

            DPFSParticleSystem ps = new DPFSParticleSystem("TESTE", new SpriteParticleSystem(null));
            this.World.ParticleManager.AddAndInitializeParticleSystem(ps);

            ///add a post effect =P
            //this.RenderTechnic.AddPostEffect(new WigglePostEffect());

            ///updateable
            JointUpdateable ju = new JointUpdateable(this, fworld, this.World.Camera2D);

            base.LoadContent(GraphicInfo, factory, contentManager);
        }