private void SpawnCrate() { DrawablePhysicsRectangle crate; crate = new DrawablePhysicsRectangle( m_world, Content.Load<Texture2D>("Textures\\Crate"), new Vector2(102, 102.0f), 0.1f ); // Place crate along a random (x, 0) point accounting for crate size crate.Position = new Vector2( m_random.Next(102, GraphicsDevice.Viewport.Width - 102), 1 ); m_crateList.Add(crate); }
/// <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); m_world = new World(new Vector2(0.0f, 9.8f)); // We set the ground floor up. It must be static so it // is not affected by gravity. m_floor = new DrawablePhysicsRectangle( m_world, Content.Load<Texture2D>("Textures\\Floor"), new Vector2(1024.0f, 20.0f), 1.0f ); // Position is oddly from the "center" of the rectangle body m_floor.Position = new Vector2( GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height - 10.0f ); m_floor.body.BodyType = BodyType.Static; m_crateList = new List<DrawablePhysicsRectangle>(); m_random = new Random(); m_preKeyState = Keyboard.GetState(); }