private void LoadCircles() { //Cat1=Red, Cat2=Green, Cat3=Blue, Cat4=Black, Cat5=Agent Vector2 startPosition = new Vector2(100, 100); Vector2 endPosition = new Vector2(100, ScreenHeight - 100); _redCircles1 = new Circles(startPosition, endPosition, 15, 15, Color.FromArgb(175, 200, 0, 0)); _redCircles1.CollisionCategories = (CollisionCategory.Cat1); _redCircles1.CollidesWith = (CollisionCategory.Cat1 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _redCircles1.Load(this, physicsSimulator); startPosition = new Vector2(200, 200); endPosition = new Vector2(200, ScreenHeight - 200); _redCircles2 = new Circles(startPosition, endPosition, 15, 12, Color.FromArgb(175, 200, 0, 0)); _redCircles2.CollisionCategories = (CollisionCategory.Cat1); _redCircles2.CollidesWith = (CollisionCategory.Cat1 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _redCircles2.Load(this, physicsSimulator); startPosition = new Vector2(300, 300); endPosition = new Vector2(300, ScreenHeight - 300); _redCircles3 = new Circles(startPosition, endPosition, 10, 9, Color.FromArgb(175, 200, 0, 0)); _redCircles3.CollisionCategories = (CollisionCategory.Cat1); _redCircles3.CollidesWith = (CollisionCategory.Cat1 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _redCircles3.Load(this, physicsSimulator); startPosition = new Vector2(200, 100); endPosition = new Vector2(ScreenWidth - 200, 100); _greenCircles1 = new Circles(startPosition, endPosition, 15, 15, Color.FromArgb(175, 0, 200, 0)); _greenCircles1.CollisionCategories = (CollisionCategory.Cat2); _greenCircles1.CollidesWith = (CollisionCategory.Cat2 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _greenCircles1.Load(this, physicsSimulator); startPosition = new Vector2(300, 200); endPosition = new Vector2(ScreenWidth - 300, 200); _greenCircles2 = new Circles(startPosition, endPosition, 15, 12, Color.FromArgb(175, 0, 200, 0)); _greenCircles2.CollisionCategories = (CollisionCategory.Cat2); _greenCircles2.CollidesWith = (CollisionCategory.Cat2 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _greenCircles2.Load(this, physicsSimulator); startPosition = new Vector2(400, 300); endPosition = new Vector2(ScreenWidth - 400, 300); _greenCircles3 = new Circles(startPosition, endPosition, 10, 9, Color.FromArgb(175, 0, 200, 0)); _greenCircles3.CollisionCategories = (CollisionCategory.Cat2); _greenCircles3.CollidesWith = (CollisionCategory.Cat2 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _greenCircles3.Load(this, physicsSimulator); startPosition = new Vector2(ScreenWidth - 100, 100); endPosition = new Vector2(ScreenWidth - 100, ScreenHeight - 100); _blueCircles1 = new Circles(startPosition, endPosition, 15, 15, Color.FromArgb(175, 0, 0, 200)); _blueCircles1.CollisionCategories = (CollisionCategory.Cat3); _blueCircles1.CollidesWith = (CollisionCategory.Cat3 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _blueCircles1.Load(this, physicsSimulator); startPosition = new Vector2(ScreenWidth - 200, 200); endPosition = new Vector2(ScreenWidth - 200, ScreenHeight - 200); _blueCircles2 = new Circles(startPosition, endPosition, 15, 12, Color.FromArgb(175, 0, 0, 200)); _blueCircles2.CollisionCategories = (CollisionCategory.Cat3); _blueCircles2.CollidesWith = (CollisionCategory.Cat3 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _blueCircles2.Load(this, physicsSimulator); startPosition = new Vector2(ScreenWidth - 300, 300); endPosition = new Vector2(ScreenWidth - 300, ScreenHeight - 300); _blueCircles3 = new Circles(startPosition, endPosition, 10, 9, Color.FromArgb(175, 0, 0, 200)); _blueCircles3.CollisionCategories = (CollisionCategory.Cat3); _blueCircles3.CollidesWith = (CollisionCategory.Cat3 | CollisionCategory.Cat4 | CollisionCategory.Cat5); _blueCircles3.Load(this, physicsSimulator); startPosition = new Vector2(200, ScreenHeight - 100); endPosition = new Vector2(ScreenWidth - 200, ScreenHeight - 100); _blackCircles1 = new Circles(startPosition, endPosition, 15, 15, Color.FromArgb(200, 0, 0, 0)); _blackCircles1.CollisionCategories = CollisionCategory.Cat4; _blackCircles1.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat5; //Collide with all but Cat5 _blackCircles1.Load(this, physicsSimulator); startPosition = new Vector2(300, ScreenHeight - 200); endPosition = new Vector2(ScreenWidth - 300, ScreenHeight - 200); _blackCircles2 = new Circles(startPosition, endPosition, 15, 12, Color.FromArgb(200, 0, 0, 0)); _blackCircles2.CollisionCategories = CollisionCategory.Cat4; _blackCircles2.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat5; //Collide with all but Cat5 _blackCircles2.Load(this, physicsSimulator); startPosition = new Vector2(400, ScreenHeight - 300); endPosition = new Vector2(ScreenWidth - 400, ScreenHeight - 300); _blackCircles3 = new Circles(startPosition, endPosition, 10, 9, Color.FromArgb(200, 0, 0, 0)); _blackCircles3.CollisionCategories = CollisionCategory.Cat4; _blackCircles3.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat5; //Collide with all but Cat5 _blackCircles3.Load(this, physicsSimulator); }