public override void HandleInput(InputState input) { Random rand = new Random(); if (firstRun) { ScreenManager.AddScreen(new PauseScreen(GetTitle(), GetDetails())); firstRun = false; } if (input.PauseGame) { ScreenManager.AddScreen(new PauseScreen(GetTitle(), GetDetails())); } if (input.CurrentMouseState.RightButton == ButtonState.Pressed && broke && count > 10) { broke = false; weldJoint = new WeldJoint(bodyA, bodyB, new Vector2(input.CurrentMouseState.X, input.CurrentMouseState.Y)); weldJoint.Breakpoint = 5.0f; weldJoint.Broke += weldJoint_Broke; PhysicsSimulator.Add(weldJoint); count = 0; } else if (input.CurrentMouseState.MiddleButton == ButtonState.Pressed && input.LastMouseState.MiddleButton == ButtonState.Released && count > 10) { table.Add(new Table(new Vector2(input.CurrentMouseState.X, input.CurrentMouseState.Y), rand.Next(100, 300), rand.Next(20, 50))); table[table.Count - 1].Load(PhysicsSimulator, ScreenManager.GraphicsDevice); count = 0; } count++; base.HandleInput(input); }
public void Load(PhysicsSimulator physicsSimulator, GraphicsDevice device) { Random rand = new Random(); physicsSimulator.Add(_topBody); physicsSimulator.Add(_rightLegBody); physicsSimulator.Add(_leftLegBody); physicsSimulator.Add(_topGeom); physicsSimulator.Add(_rightLegGeom); physicsSimulator.Add(_leftLegGeom); _leftWeldJoint = new WeldJoint(_leftLegBody, _topBody, _leftLegBody.Position - new Vector2(-5, _height / 2)); _leftWeldJoint.Breakpoint = (float)rand.NextDouble() * 3f + 1f; _leftWeldJoint.Broke += _leftWeldJoint_Broke; physicsSimulator.Add(_leftWeldJoint); _rightWeldJoint = new WeldJoint(_rightLegBody, _topBody, _rightLegBody.Position - new Vector2(5, _height / 2)); _rightWeldJoint.Breakpoint = (float)rand.NextDouble() * 3f + 1f; _rightWeldJoint.Broke += _rightWeldJoint_Broke; physicsSimulator.Add(_rightWeldJoint); _topBrush = new PolygonBrush(_topGeom.LocalVertices, Color.BurlyWood, Color.Black, 1.0f, 0.5f); _leftBrush = new PolygonBrush(_leftLegGeom.LocalVertices, Color.BurlyWood, Color.Black, 1.0f, 0.5f); _rightBrush = new PolygonBrush(_rightLegGeom.LocalVertices, Color.BurlyWood, Color.Black, 1.0f, 0.5f); _topBrush.Load(device); _leftBrush.Load(device); _rightBrush.Load(device); }
public override void LoadContent() { bodyA = BodyFactory.Instance.CreateRectangleBody(100, 25, 5); bodyB = BodyFactory.Instance.CreateRectangleBody(100, 25, 5); bodyA.Position = new Vector2(250, 300); bodyB.Position = new Vector2(350, 300); geomA = GeomFactory.Instance.CreateRectangleGeom(bodyA, 100, 25); geomB = GeomFactory.Instance.CreateRectangleGeom(bodyB, 100, 25); weldJoint = new WeldJoint(bodyA, bodyB, new Vector2(300, 300)); weldJoint.Broke += weldJoint_Broke; weldJoint.Breakpoint = 5.0f; PhysicsSimulator.Add(bodyA); PhysicsSimulator.Add(bodyB); PhysicsSimulator.Add(geomA); PhysicsSimulator.Add(geomB); PhysicsSimulator.Add(weldJoint); brush = new PolygonBrush(Vertices.CreateRectangle(100, 25), Color.White, Color.Black, 2.0f, 0.5f); brush.Load(ScreenManager.GraphicsDevice); bodyC = BodyFactory.Instance.CreatePolygonBody(Vertices.CreateGear(50, 20, .50f, 10), 10); bodyC.Position = new Vector2(500, 200); geomC = GeomFactory.Instance.CreatePolygonGeom(bodyC, Vertices.CreateGear(50, 20, .50f, 10), 1.5f); bodyD = BodyFactory.Instance.CreatePolygonBody(Vertices.CreateGear(50, 20, .50f, 10), 10); bodyD.Position = new Vector2(613, 200); geomD = GeomFactory.Instance.CreatePolygonGeom(bodyD, Vertices.CreateGear(50, 20, .50f, 10), 1.5f); geomC.CollisionGroup = 2; geomD.CollisionGroup = 3; geomC.FrictionCoefficient = 0f; geomD.FrictionCoefficient = 0f; PhysicsSimulator.Add(bodyC); PhysicsSimulator.Add(geomC); PhysicsSimulator.Add(bodyD); PhysicsSimulator.Add(geomD); gearBrushA = new PolygonBrush(Vertices.CreateGear(50, 20, .50f, 10), Color.White, Color.Black, 0.5f, 0.5f); gearBrushA.Load(ScreenManager.GraphicsDevice); gearBrushB = new PolygonBrush(Vertices.CreateGear(50, 20, .50f, 10), Color.White, Color.Black, 0.5f, 0.5f); gearBrushB.Load(ScreenManager.GraphicsDevice); revJointA = JointFactory.Instance.CreateFixedRevoluteJoint(bodyC, bodyC.Position); revJointB = JointFactory.Instance.CreateFixedRevoluteJoint(bodyD, bodyD.Position); PhysicsSimulator.Add(revJointA); PhysicsSimulator.Add(revJointB); table = new List<Table>(); table.Add(new Table(new Vector2(200, 450), 200, 50)); table[0].Load(PhysicsSimulator, ScreenManager.GraphicsDevice); base.LoadContent(); }