void InitPhysics() { var s = CCDirector.SharedDirector.WinSize; space = new Space() { Gravity = new PointF(0, -300) }; // bottom walls[0] = new SegmentShape(space.StaticBody, new PointF(0, 0), new PointF(s.Width, 0), 0f); // top walls[1] = new SegmentShape(space.StaticBody, new PointF(0, s.Height), new PointF(s.Width, s.Height), 0f); // left walls[2] = new SegmentShape(space.StaticBody, new PointF(0, 0), new PointF(0, s.Height), 0f); // right walls[3] = new SegmentShape(space.StaticBody, new PointF(s.Width, 0), new PointF(s.Width, s.Height), 0f); foreach (var shape in walls) { shape.Elasticity = 2f; shape.Friction = 1f; space.AddStaticShape(shape); } }
void InitPhysics() { var s = CCDirector.SharedDirector.WinSize; space = new Space() {Gravity = new PointF(0,-300)}; // bottom walls[0] = new SegmentShape(space.StaticBody, new PointF(0,0), new PointF(s.Width, 0), 0f); // top walls[1] = new SegmentShape(space.StaticBody, new PointF(0,s.Height), new PointF(s.Width, s.Height), 0f); // left walls[2] = new SegmentShape(space.StaticBody, new PointF(0,0), new PointF(0, s.Height), 0f); // right walls[3] = new SegmentShape(space.StaticBody, new PointF(s.Width,0), new PointF(s.Width, s.Height), 0f); foreach(var shape in walls) { shape.Elasticity=2f; shape.Friction=1f; space.AddStaticShape(shape); } }