コード例 #1
0
ファイル: Game1.cs プロジェクト: goodSAP/goodSAP
 /// <summary>
 /// Spawn a crate at a random position at the top of the screen
 /// </summary>
 private void SpawnCrate()
 {
     DrawablePhysicsObject crate;
     crate = new DrawablePhysicsObject(world, Content.Load<Texture2D>("White"), new Vector2(1.0f, 1.0f), 0.1f);
     crate.Position = new Vector2(playerObj.Position.X, playerObj.Position.Y);
     if (playerObj.Facing == "right")
     {
         Vector2 targetPos = new Vector2(playerObj.Position.X + 100, random.Next(0, GraphicsDevice.Viewport.Height));
     }
     crateList.Add(crate);
 }
コード例 #2
0
ファイル: Game1.cs プロジェクト: goodSAP/goodSAP
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            random = new Random();

            pList = new List<PhysicsParticleObject>();

            cam.Pos = new Vector2(500.0f, 200.0f);

            // World is the most important farseer object. It's where
            // all the objects should be registered and it handles the
            // entire simulation via the step function.
            // Here we instantiate it with earth like gravity
            world = new World(new Vector2(0, 9.8f));

            floorTexture = Content.Load<Texture2D>("floor");

            floor = new DrawablePhysicsObject(world, floorTexture, new Vector2(GraphicsDevice.Viewport.Width, floorTexture.Height), 1000);
            floor.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height - 50);
            floor.body.BodyType = BodyType.Static;

            wall = new DrawablePhysicsObject(world, floorTexture, new Vector2(floorTexture.Width, floorTexture.Height), 1000);
            wall.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height - 400);
            wall.body.FixedRotation = true;
            wall.body.Rotation = 15.5f;
            wall.body.BodyType = BodyType.Static;

            platform = new DrawablePhysicsObject(world, floorTexture, new Vector2(GraphicsDevice.Viewport.Width/2, floorTexture.Height), 1000);
            platform.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height / 2);
            platform.body.BodyType = BodyType.Static;

            player = new DrawablePhysicsObject(world,null, new Vector2(36.0f, 48.0f), 1000);
              //  player = BodyFactory.CreateRectangle(world, 36*pixelToUnit, 48*pixelToUnit, 1f);
            player.Position = new Vector2(200.0f, 100.0f);
            //    player.body.body.Rotation = 90;
            player.body.BodyType = BodyType.Dynamic;
            player.body.Friction = playerFriction;

            crateList = new List<DrawablePhysicsObject>();

            prevKeyboardState = Keyboard.GetState();

            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            Texture2D spriteTexture = Content.Load<Texture2D>("jasperrun");
            playerAnimation.Initialize(spriteTexture, new Vector2(0, 0), 32, 48, 4, 100, Color.White, 1f, true);

               //     playerAnimation.Initialize(playerTexture, new Vector2(0, 0), 115, 69, 8, 30, Color.White, 1f, true);
            playerObj.Initialize(playerAnimation, new Vector2(player.Position.X, player.Position.Y));

            List<Texture2D> textures = new List<Texture2D>();
            textures.Add(Content.Load<Texture2D>("white"));
            white = Content.Load<Texture2D>("white");

            particleEngine = new ParticleEngine(textures, new Vector2(playerObj.Position.X, playerObj.Position.Y), world);

            // TODO: use this.Content to load your game content here
        }