コード例 #1
0
ファイル: TilesTest.cs プロジェクト: womandroid/cocos2d-xna
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            ContactManager        cm = World.ContactManager;
            DynamicTreeBroadPhase dt = cm.BroadPhase as DynamicTreeBroadPhase;

            if (dt != null)
            {
                int height = dt.ComputeHeight();

                int   leafCount        = dt.ProxyCount;
                int   minimumNodeCount = 2 * leafCount - 1;
                float minimumHeight    = (float)Math.Ceiling(Math.Log(minimumNodeCount) / Math.Log(2.0f));
                DebugView.DrawString(50, TextLine, "Test of dynamic tree performance in worse case scenario.", height,
                                     minimumHeight);
                TextLine += 15;
                DebugView.DrawString(50, TextLine, "I know this is slow. I hope to address this in a future update.",
                                     height,
                                     minimumHeight);
                TextLine += 15;
                DebugView.DrawString(50, TextLine, "Dynamic tree height = {0}, min = {1}", height, minimumHeight);
                TextLine += 15;
            }

            base.Update(settings, gameTime);
        }
コード例 #2
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            if (StepCount == 12)
            {
                StepCount += 0;
            }

            base.Update(settings, gameTime);

            if (Distance.GJKCalls > 0)
            {
                DebugView.DrawString(50, TextLine, "GJK calls = {0:n}, Ave GJK iters = {1:n}, Max GJK iters = {2:n}",
                                     Distance.GJKCalls, Distance.GJKIters / (float)Distance.GJKCalls,
                                     Distance.GJKMaxIters);
                TextLine += 15;
            }

            if (TimeOfImpact.TOICalls > 0)
            {
                DebugView.DrawString(50, TextLine, "TOI calls = {0:n}, Ave TOI iters = {1:n}, Max TOI iters = {2:n}",
                                     TimeOfImpact.TOICalls, TimeOfImpact.TOIIters / (float)TimeOfImpact.TOICalls,
                                     TimeOfImpact.TOIMaxRootIters);
                TextLine += 15;

                DebugView.DrawString(50, TextLine, "Ave TOI root iters = {0:n}, Max TOI root iters = {1:n}",
                                     TimeOfImpact.TOIRootIters / (float)TimeOfImpact.TOICalls,
                                     TimeOfImpact.TOIMaxRootIters);
                TextLine += 15;
            }

            if (StepCount % 60 == 0)
            {
                //Launch();
            }
        }
コード例 #3
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            DebugView.DrawString(50, TextLine, "Press: left mouse button to remove at mouse position.");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Press: (A) to decrease the removal radius, (S) to increase it.");
            TextLine += 15;
            // Fighting against float decimals
            float radiusnumber = (float)((int)(Radius * 10)) / 10;

            DebugView.DrawString(50, TextLine, "Radius: " + radiusnumber);

            Color color = new Color(0.4f, 0.7f, 0.8f);

            //Transform shape to mouseposition and then draw
            Vertices tempshape = new Vertices(_clipCircle);

            tempshape.Translate(ref _mousePos);
            DebugView.BeginCustomDraw();
            var ts = tempshape.ToList().Cast <CCVector2>();

            DebugView.DrawPolygon(ts.ToArray(), _clipCircle.Count, color);
            DebugView.EndCustomDraw();
        }
コード例 #4
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine, "Keys: left = a, brake = s, right = d, toggle motor = m");
            TextLine += 15;

            base.Update(settings, gameTime);
        }
コード例 #5
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            PolygonShape shape = new PolygonShape(new Vertices(_points), 0f);

            DrawString("Press g to generate a new random convex hull");

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            DebugView.DrawPolygon(shape.Vertices.ToArray(), shape.Vertices.Count, new Color(0.9f, 0.9f, 0.9f));

            for (int i = 0; i < _count; ++i)
            {
                DebugView.DrawPoint(_points[i], 0.1f, new Color(0.9f, 0.5f, 0.5f));
                Vector2 position = GameInstance.ConvertWorldToScreen(_points[i]);
                DebugView.DrawString((int)position.X, (int)position.Y, i.ToString());
            }

            DebugView.EndCustomDraw();

            if (_auto)
            {
                Generate();
            }
        }
コード例 #6
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            DebugView.DrawString(50, TextLine, "Press: (,) to launch a bullet.");

            //if (StepCount == 300)
            //{
            //    if (_bullet != null)
            //    {
            //        World.Remove(_bullet);
            //        _bullet = null;
            //    }

            //    {
            //        CircleShape shape = new CircleShape(0.25f, 20);

            //        _bullet = BodyFactory.CreateBody(World);
            //        _bullet.BodyType = BodyType.Dynamic;
            //        _bullet.Bullet = true;
            //        _bullet.Position = new Vector2(-31.0f, 5.0f);
            //        _bullet.LinearVelocity = new Vector2(400.0f, 0.0f);

            //        Fixture fixture = _bullet.CreateFixture(shape);
            //        fixture.Restitution = 0.05f;
            //    }
            //}

            //TextLine += 15;
        }
コード例 #7
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            PolyShapesCallback callback = new PolyShapesCallback();

            callback.Circle.Radius   = 2.0f;
            callback.Circle.Position = new Vector2(0.0f, 2.1f);
            callback.Transform.SetIdentity();
            callback.DebugDraw = DebugView;

            AABB aabb;

            callback.Circle.ComputeAABB(out aabb, ref callback.Transform, 0);

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            World.QueryAABB(callback.ReportFixture, ref aabb);

            Color color = new Color(0.4f, 0.7f, 0.8f);

            DebugView.DrawCircle(callback.Circle.Position, callback.Circle.Radius, color);
            DebugView.EndCustomDraw();

            DebugView.DrawString(50, TextLine, "Press 1-5 to drop stuff");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Press a to (de)activate some bodies");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Press d to destroy a body");
            TextLine += 15;
        }
コード例 #8
0
 public override void Update(GameSettings settings, GameTime gameTime)
 {
     base.Update(settings, gameTime);
     DebugView.DrawString(50, TextLine,
                          "Segments: " + _segments +
                          "\nPress: 'A' to increase segments, 'S' decrease segments\n'D' to create rectangle. 'F' to create capsule.");
     TextLine += 15;
 }
コード例 #9
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine, "Rotation: " + _circleFixture.Body.Rotation);
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Revolutions: " + _circleFixture.Body.Revolutions);

            base.Update(settings, gameTime);
        }
コード例 #10
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine,
                                 "Note: The left side of the ship has a different density than the right side of the ship");
            TextLine += 15;

            base.Update(settings, gameTime);
        }
コード例 #11
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            DebugView.DrawString(30, TextLine, "Press + to increase and - to decrease max length");
            DebugView.DrawString(30, TextLine += TextLine, "Max length: " + _joint.MaxLength);
            DebugView.EndCustomDraw();
        }
コード例 #12
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(4, 60, "Collision1 fired: " + _collision1Fired);
            DebugView.DrawString(4, 60 + TextLine, "Collision2 fired:" + _collision2Fired);
            DebugView.DrawString(4, 60 + TextLine * 2, "Separation1 fired: " + _separation1Fired);
            DebugView.DrawString(4, 60 + TextLine * 3, "Separation2 fired: " + _separation2Fired);
            DebugView.DrawString(4, 60 + TextLine * 4, "Contact disabled: " + _contactDisabled);

            base.Update(settings, gameTime);
        }
コード例 #13
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);
            DebugView.DrawString(50, TextLine, "Keys: (f) toggle friction, (m) toggle motor");
            TextLine += 15;
            float torque = _joint1.MotorTorque;

            DebugView.DrawString(50, TextLine, "Motor Torque = {0:n}", torque);
            TextLine += 15;
        }
コード例 #14
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine, "Press (j) to toggle the rope joint.");
            TextLine += 15;

            DebugView.DrawString(50, TextLine, _useRopeJoint ? "Rope ON" : "Rope OFF");
            TextLine += 15;

            base.Update(settings, gameTime);
        }
コード例 #15
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            float ratio = _joint1.Ratio;
            float l     = _joint1.LengthA + ratio * _joint1.LengthB;

            DebugView.DrawString(50, TextLine, "L1 + {0:n} * L2 = {1:n}", ratio, l);
            TextLine += 15;
        }
コード例 #16
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine, "Recursion Level: " + _level);
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Grid Size: " + _gridSize);
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Time: " + _time + " ms");
            TextLine += 15;

            base.Update(settings, gameTime);
        }
コード例 #17
0
ファイル: WebTest.cs プロジェクト: womandroid/cocos2d-xna
 public override void Update(GameSettings settings, GameTime gameTime)
 {
     base.Update(settings, gameTime);
     DebugView.DrawString(50, TextLine, "This demonstrates a soft distance joint.");
     TextLine += 15;
     DebugView.DrawString(50, TextLine, "Press: (b) to delete a body, (j) to delete a joint");
     TextLine += 15;
     DebugView.DrawString(50, TextLine, "Bodies removed: " + _removedBodies);
     TextLine += 15;
     DebugView.DrawString(50, TextLine, "Joints removed: " + _removedJoints);
 }
コード例 #18
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            //If the message times out, remove it from the list.
            for (int i = _messages.Count - 1; i >= 0; i--)
            {
                _messages[i].ElapsedTime += settings.Hz;
                if (_messages[i].ElapsedTime > 5)
                {
                    _messages.Remove(_messages[i]);
                }
            }

            if (_left != null)
            {
                Vector2[] array = _left.ToArray();
                DebugView.DrawPolygon(ref array, _left.Count, Color.Red);
            }

            if (_right != null)
            {
                Vector2[] array = _right.ToArray();
                DebugView.DrawPolygon(ref array, _right.Count, Color.Red);
            }

            DebugView.DrawString(50, TextLine, "A,S,D = Create Rectangle");
            TextLine += 15;

            DebugView.DrawString(50, TextLine, "Q,W,E = Create Circle");
            TextLine += 15;

            DebugView.DrawString(50, TextLine, "Click to Drag polygons");
            TextLine += 15;

            DebugView.DrawString(50, TextLine, "Space = Union");
            TextLine += 15;

            DebugView.DrawString(50, TextLine, "Backspace = Subtract");
            TextLine += 15;

            DebugView.DrawString(50, TextLine, "Space = Union");
            TextLine += 15;

            DebugView.DrawString(50, TextLine, "Enter = Add to Simulation");
            TextLine += 15;

            for (int i = _messages.Count - 1; i >= 0; i--)
            {
                DebugView.DrawString(50, TextLine, _messages[i].Text);
                TextLine += 15;
            }

            base.Update(settings, gameTime);
        }
コード例 #19
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine, "Keys: left = a, brake = s, right = d, hz down = q, hz up = e");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "frequency = {0} hz, damping ratio = {1}", _hz, _zeta);
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "actual speed = {0} rad/sec", _spring1.JointSpeed);
            TextLine += 15;

            GameInstance.ViewCenter = _car.Position;

            base.Update(settings, gameTime);
        }
コード例 #20
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            DistanceInput input = new DistanceInput();

            input.ProxyA.Set(_polygonA, 0);
            input.ProxyB.Set(_polygonB, 0);
            input.TransformA = _transformA;
            input.TransformB = _transformB;
            input.UseRadii   = true;
            SimplexCache cache;

            cache.Count = 0;
            DistanceOutput output;

            Distance.ComputeDistance(out output, out cache, input);

            DebugView.DrawString(50, TextLine, "Distance = {0:n7}", output.Distance);
            TextLine += 15;

            DebugView.DrawString(50, TextLine, "Iterations = {0:n0}", output.Iterations);
            TextLine += 15;

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            {
                Color     color = new Color(0.9f, 0.9f, 0.9f);
                Vector2[] v     = new Vector2[Settings.MaxPolygonVertices];
                for (int i = 0; i < _polygonA.Vertices.Count; ++i)
                {
                    v[i] = MathUtils.Mul(ref _transformA, _polygonA.Vertices[i]);
                }
                DebugView.DrawPolygon(v, _polygonA.Vertices.Count, color);

                for (int i = 0; i < _polygonB.Vertices.Count; ++i)
                {
                    v[i] = MathUtils.Mul(ref _transformB, _polygonB.Vertices[i]);
                }
                DebugView.DrawPolygon(v, _polygonB.Vertices.Count, color);
            }

            Vector2 x1 = output.PointA;
            Vector2 x2 = output.PointB;


            DebugView.DrawPoint(x1, 0.5f, new Color(1.0f, 0.0f, 0.0f));
            DebugView.DrawPoint(x2, 0.5f, new Color(1.0f, 0.0f, 0.0f));

            DebugView.DrawSegment(x1, x2, new Color(1.0f, 1.0f, 0.0f));
            DebugView.EndCustomDraw();
        }
コード例 #21
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine, "Left click and drag the mouse to destroy terrain!");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Right click and drag the mouse to create terrain!");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Middle click to create circles!");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Press t or y to cycle between decomposers: " + _terrain.Decomposer);
            TextLine += 25;
            DebugView.DrawString(50, TextLine, "Press g or h to decrease/increase circle radius: " + _circleRadius);
            TextLine += 15;

            base.Update(settings, gameTime);
        }
コード例 #22
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            float ratio = _joint4.Ratio;
            float value = _joint1.JointAngle + ratio * _joint2.JointAngle;

            DebugView.DrawString(50, TextLine, "theta1 + {0} * theta2 = {1}", ratio, value);
            TextLine += 15;

            ratio = _joint5.Ratio;
            value = _joint2.JointAngle + ratio * _joint3.JointTranslation;
            DebugView.DrawString(50, TextLine, "theta2 + {0} * delta = {1}", ratio, value);
            TextLine += 15;
        }
コード例 #23
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine,
                                 "SimpleWindForce | Mouse: Direction | Left-Click: Position | W/S: Variation");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Wind Strength:" + _simpleWind.Strength);
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Variation:" + _simpleWind.Variation);

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            //DebugView.DrawSegment(SimpleWind.Position, SimpleWind.Direction-SimpleWind.Position, Color.Red);
            DrawPointForce();
            DebugView.EndCustomDraw();
            base.Update(settings, gameTime);
        }
コード例 #24
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine, "Press A,S,W,D move endpoint");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Press Enter to cut");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Press TAB to change endpoint");
            TextLine += 15;

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            DebugView.DrawSegment(_start, _end, Color.Red);
            DebugView.EndCustomDraw();

            List <Fixture> fixtures    = new List <Fixture>();
            List <Vector2> entryPoints = new List <Vector2>();
            List <Vector2> exitPoints  = new List <Vector2>();

            //Get the entry points
            World.RayCast((f, p, n, fr) =>
            {
                fixtures.Add(f);
                entryPoints.Add(p);
                return(1);
            }, _start, _end);

            //Reverse the ray to get the exitpoints
            World.RayCast((f, p, n, fr) =>
            {
                exitPoints.Add(p);
                return(1);
            }, _end, _start);

            DebugView.DrawString(50, TextLine, "Fixtures: " + fixtures.Count);

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            foreach (Vector2 entryPoint in entryPoints)
            {
                DebugView.DrawPoint(entryPoint, 0.5f, Color.Yellow);
            }

            foreach (Vector2 exitPoint in exitPoints)
            {
                DebugView.DrawPoint(exitPoint, 0.5f, Color.PowderBlue);
            }
            DebugView.EndCustomDraw();

            base.Update(settings, gameTime);
        }
コード例 #25
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DrawString("Loaded: " + _nextFileName + " - Press T for next");

            Vector2 offset = new Vector2(-6, 12);

            for (int i = 0; i < _names.Length; i++)
            {
                string title = string.Format("{0}: {1} ms - {2} triangles", _names[i], _timings[i], _bodies[i].FixtureList.Count);

                Vector2 screenPosition = GameInstance.ConvertWorldToScreen(_bodies[i].Position + offset);
                DebugView.DrawString((int)screenPosition.X, (int)screenPosition.Y, title);
            }

            base.Update(settings, gameTime);
        }
コード例 #26
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            bool advanceRay = settings.Pause == false || settings.SingleStep;

            base.Update(settings, gameTime);
            DebugView.DrawString(50, TextLine, "Press 1-5 to drop stuff");
            TextLine += 15;

            const float l      = 25.0f;
            Vector2     point1 = new Vector2(0.0f, 10.0f);
            Vector2     d      = new Vector2(l * (float)Math.Cos(_angle), -l * Math.Abs((float)Math.Sin(_angle)));
            Vector2     point2 = point1 + d;

            _fixture = null;

            World.RayCast((fixture, point, normal, fraction) =>
            {
                _fixture = fixture;
                _point   = point;
                _normal  = normal;

                return(fraction);
            }, point1, point2);

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            if (_fixture != null)
            {
                DebugView.DrawPoint(_point, 0.5f, new Color(0.4f, 0.9f, 0.4f));

                DebugView.DrawSegment(point1, _point, new Color(0.8f, 0.8f, 0.8f));

                Vector2 head = _point + 0.5f * _normal;
                DebugView.DrawSegment(_point, head, new Color(0.9f, 0.9f, 0.4f));
            }
            else
            {
                DebugView.DrawSegment(point1, point2, new Color(0.8f, 0.8f, 0.8f));
            }
            DebugView.EndCustomDraw();

            if (advanceRay)
            {
                _angle += 0.25f * Settings.Pi / 180.0f;
            }
        }
コード例 #27
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            ContactManager        cm = World.ContactManager;
            DynamicTreeBroadPhase dt = (DynamicTreeBroadPhase)cm.BroadPhase;

            int   height           = dt.TreeHeight;
            int   leafCount        = dt.ProxyCount;
            float minimumNodeCount = 2 * leafCount - 1;
            float minimumHeight    = (float)Math.Ceiling(Math.Log(minimumNodeCount) / Math.Log(2.0f));

            DebugView.DrawString(5, TextLine, "dynamic tree height = {0}, min = {1}", height, (int)minimumHeight);
            TextLine += 15;

            DebugView.DrawString(5, TextLine, "create time = {0} ms, fixture count = {1}", _createTime, _fixtureCount);
            TextLine += 15;

            base.Update(settings, gameTime);
        }
コード例 #28
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.DrawString(50, TextLine, "Melkman: Red");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Giftwrap: Green");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "ChainHull: Blue");
            TextLine += 15;

            DebugView.BeginCustomDraw();
            for (int i = 0; i < 32; i++)
            {
                DebugView.DrawPoint(_pointCloud1[i], 0.1f, Color.Yellow);
                DebugView.DrawPoint(_pointCloud2[i], 0.1f, Color.Yellow);
                DebugView.DrawPoint(_pointCloud3[i], 0.1f, Color.Yellow);
            }

            var vector2List = new List <CCVector2>();

            foreach (var v in _melkman)
            {
                vector2List.Add((CCVector2)v);
            }

            DebugView.DrawPolygon(vector2List.ToArray(), _melkman.Count, Color.Red);

            vector2List.Clear();
            foreach (var v in _giftWrap)
            {
                vector2List.Add((CCVector2)v);
            }
            DebugView.DrawPolygon(vector2List.ToArray(), _giftWrap.Count, Color.Green);

            vector2List.Clear();
            foreach (var v in _chainHull)
            {
                vector2List.Add((CCVector2)v);
            }

            DebugView.DrawPolygon(vector2List.ToArray(), _chainHull.Count, Color.Blue);
            DebugView.EndCustomDraw();

            base.Update(settings, gameTime);
        }
コード例 #29
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            foreach (Body b in World.BodyList)
            {
                if (b.BodyType != BodyType.Dynamic)
                {
                    continue;
                }

                if (b.Awake)
                {
                }
            }

            if (StepCount == 180)
            {
                StepCount += 0;
            }

            //if (sleeping)
            //{
            //	CreateCircle();
            //}

            base.Update(settings, gameTime);

            foreach (Body b in World.BodyList)
            {
                if (b.BodyType != BodyType.Dynamic)
                {
                    continue;
                }

                Vector2 p = b.Position;
                if (p.X <= -10.0f || 10.0f <= p.X || p.Y <= 0.0f || 20.0f <= p.Y)
                {
                    p.X += 0.0f;
                }
            }

            DebugView.DrawString(50, TextLine, "Press 'c' to create a circle.");
            TextLine += 15;
        }
コード例 #30
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        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            DebugView.DrawString(50, TextLine, "Press: (,) to explode at mouse position.");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Press: (A) to decrease the explosion radius, (S) to increase it.");
            TextLine += 15;
            DebugView.DrawString(50, TextLine, "Press: (D) to decrease the explosion power, (F) to increase it.");
            TextLine += 15;
            // Fighting against float decimals
            float powernumber = (float)((int)(_power * 10)) / 10;

            DebugView.DrawString(50, TextLine, "Power: " + powernumber);

            Color color = new Color(0.4f, 0.7f, 0.8f);

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            DebugView.DrawCircle(_mousePos, _radius, color);
            DebugView.EndCustomDraw();
        }