protected override void SetWorldAndRenderTechnich(out RenderTechnich2D renderTech, out I2DWorld world) { Basic2DRenderTechnich rt = new Basic2DRenderTechnich(); rt.RenderBackGround += new RenderBackGround(rt_RenderBackGround); renderTech = rt; world = new I2DWorld(new FarseerWorld(new Vector2(0, 9.8f)), new DPSFParticleManager()); }
protected override void SetWorldAndRenderTechnich(out RenderTechnich2D renderTech, out I2DWorld world) { Basic2DRenderTechnich rt = new Basic2DRenderTechnich(); rt.UsePostProcessing = false; renderTech = rt; world = new I2DWorld(new FarseerWorld(new Vector2(0, 9.8f)), new DPSFParticleManager()); }
/// <summary> /// Called once on screen load /// </summary> /// <param name="renderTech"></param> /// <param name="world"></param> protected override void SetWorldAndRenderTechnich(out RenderTechnich2D renderTech, out I2DWorld world) { ////creating the rendering technic Basic2DRenderTechnich rt = new Basic2DRenderTechnich(); rt.RenderBackGround += new RenderBackGround(rt_RenderBackGround); ///enable draw components rt.UseDrawComponents = true; renderTech = rt; ///creating the world =P world = new I2DWorld(new FarseerWorld(new Vector2(0, 9.8f)), new DPSFParticleManager()); }
/// <summary> /// Called once each frame before the draw phase /// </summary> /// <param name="gt">The gt.</param> /// <param name="mundo">The mundo.</param> /// <param name="obj">The obj.</param> /// <param name="render">The render.</param> public virtual void PreDrawnPhase(GameTime gt, I2DWorld mundo, I2DObject obj, RenderHelper render) { }