public void RegisterNom(Nom nom) { ConvertUnits.SetDisplayUnitToSimUnitRatio(64f); float width = ConvertUnits.ToSimUnits(nom.Width); float height = ConvertUnits.ToSimUnits(nom.Height); Vector2 pos = ConvertUnits.ToSimUnits(nom.GetPosition()); Body nomBody = BodyFactory.CreateEllipse(World, width, height * 0.16f, 8, 1, pos, nom); //Body nomBody = BodyFactory.CreateRectangle(World, width, height, 1, pos, nom); nomBody.UserData = nom; nomBody.BodyType = BodyType.Dynamic; nomBody.AngularDamping = 3f; nom.RegisterBody(nomBody); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here Camera = new Camera2d(GraphicsDevice); Player = new Nom(Content); Physics = new Physics(); AddNomToGame(Player); for (int i = 0; i < 10; i++) { Nom newNom = new Nom(Content); newNom.SetPosition(i * 50, i * 50); newNom.MoveToPosition(newNom.GetPosition()); AddNomToGame(newNom); AiNoms.Add(newNom); } this.IsMouseVisible = false; base.Initialize(); }
private void AddNomToGame(Nom nom) { Physics.RegisterNom(nom); Noms.Add(nom); }