public Gate(Game1 Doc, float X, float Y, float Z) : base(Doc, X, Y, Z, Doc.LoadTex("Gate")) { scale = 1f; isFloor = false; createRecBody(1, 0, 0.5f, true, true); }
public Wall(Game1 Doc, float X, float Y, float Z, int width, int height) : base(Doc, X, Y, Z, Doc.LoadTex("Platform")) { scale = 1f; isFloor = true; //body = BodyFactory.CreateRectangle(doc.getWorld(), ConvertUnits.ToSimUnits(tex.Width), ConvertUnits.ToSimUnits(tex.Height), 1f, new Vector2( ConvertUnits.ToSimUnits(x), ConvertUnits.ToSimUnits(y))); //body.IsStatic = true; //body.Restitution = 0.2f; //if (isFloor) //{ // body.Friction = 0.5f; //} //body.FixedRotation = true; createRecBody(1,0, 0.5f, false, true); }
public Wall(Game1 Doc, float X, float Y, float Z, int width, int height) : base(Doc, X, Y, Z, Doc.LoadTex("Platform")) { scale = 1f; isFloor = true; //body = BodyFactory.CreateRectangle(doc.getWorld(), ConvertUnits.ToSimUnits(tex.Width), ConvertUnits.ToSimUnits(tex.Height), 1f, new Vector2( ConvertUnits.ToSimUnits(x), ConvertUnits.ToSimUnits(y))); //body.IsStatic = true; //body.Restitution = 0.2f; //if (isFloor) //{ // body.Friction = 0.5f; //} //body.FixedRotation = true; createRecBody(1, 0, 0.5f, false, true); }
public Key(Game1 Doc, float X, float Y, float Z, Color color) : base(Doc, X, Y, Z, Doc.LoadTex("Key")) { this.color = color; gates = new List<Gate>(); }
public Player(Game1 Doc, float X, float Y, float Z) : base(Doc,X,Y,Z,Doc.LoadTex("Character")) { Global.Player = this; scale = 0.5f; //Point = new Obj(doc createRecBody(10, 0, 1f, true,false); obj = new Obj(doc, x + 200, y + 200, z, doc.LoadTex("Square")); obj.createRecBody(1,0.5f,0.3f, true, true); obj2 = new Obj(doc, x + 800, y + 400, z, doc.LoadTex("Square")); obj2.createRecBody(1, 0.5f, 0.3f, true, true); obj.type = obj2.type = Obj.PointType.SwingPoint; //body.JointList = new JointEdge(); //JointFactory.CreateDistanceJoint(doc.getWorld(), body, obj.body, /*ConvertUnits.ToSimUnits(pos.ToVector2() + new Vector2(0,400))*/body.Position, obj.body.Position); //r = JointFactory.CreateRevoluteJoint(doc.World, body, obj.body, obj.body.Position); /*f = JointFactory.CreateDistanceJoint(doc.World, body, obj.body, obj.body.Position, obj.body.Position); f.Frequency = 100;*/ //Console.WriteLine(r.MotorEnabled); //body.JointList.Other = obj.body; //body.JointList.Other whip = new Obj[7]; for (int i = 0; i < whip.Length; i++) { Obj w = new Obj(doc, x + 50 + (i * 50), y, z, doc.LoadTex("Square")); whip[i] = w; w.Scale.X = 0.5f; w.Scale.Y = 0.5f; w.createRecBody(1, 0, 0, true, false); w.body.IgnoreCollisionWith(body); if (i > 0) { for (int o = i - 1; o >= 0; o--) { w.body.IgnoreCollisionWith(whip[i].body); } } if (i == 0) { f = JointFactory.CreateDistanceJoint(doc.World, body, w.body, w.body.Position, w.body.Position); f.DampingRatio = 1f; f.Length = ConvertUnits.ToSimUnits(150); } else { f = JointFactory.CreateDistanceJoint(doc.World, w.body, whip[i - 1].body, whip[i - 1].body.Position, whip[i - 1].body.Position); f.DampingRatio = 1f; f.Frequency = 20; f.Length = ConvertUnits.ToSimUnits(50); } if (i == whip.Length - 1) { w.body.Position = obj.body.Position; whipPoint = w; whipJoint = JointFactory.CreateDistanceJoint(doc.World, w.body, obj.body, obj.body.Position, obj.body.Position); Console.WriteLine(whipJoint.Frequency); whipJoint.Frequency = 10f; whipJoint.Length = ConvertUnits.ToSimUnits(10); whipJoint.DampingRatio = 1; } } }