// Update world physics public void Update(float dt) { // Update the position of each rigid body & texture foreach (PhysObject po in DynamicObjects) { po.RigidBody.Update(dt, this, po); po.TexturePos = new Vector2(po.RigidBody.Position.X - (po.RigidBody.Width / 2), po.RigidBody.Position.Y - (po.RigidBody.Height / 2)); po.Position = po.RigidBody.Position; if (po.IsTarget) { if (Math.Abs(po.RigidBody.LinearVelocity.X) != _portalSpeed) { po.RigidBody.LinearVelocity = new Vector2(Math.Sign(po.RigidBody.LinearVelocity.X) * _portalSpeed, po.RigidBody.LinearVelocity.Y); } } if (po is Projectile) { if (Math.Abs(po.RigidBody.LinearVelocity.Length()) != _projectileSpeed) { po.RigidBody.LinearVelocity = Vector2.Normalize(po.RigidBody.LinearVelocity); po.RigidBody.LinearVelocity = new Vector2(po.RigidBody.LinearVelocity.X * _projectileSpeed, po.RigidBody.LinearVelocity.Y * _projectileSpeed); } } if (po.MarkedForDeletion) { DeletionList.Add(po); } } foreach (PhysObject po in StaticObjects) { if (po is MovingPlatform || po is Pendulum) { po.RigidBody.Update(dt, this, po); po.TexturePos = new Vector2(po.RigidBody.Position.X - (po.RigidBody.Width / 2), po.RigidBody.Position.Y - (po.RigidBody.Height / 2)); po.Position = po.RigidBody.Position; } } // Delete objects marked for deletion for (int i = 0; i < DeletionList.Count; i++) { DynamicObjects.Remove(DeletionList[i]); AllPhysObjects.Remove(DeletionList[i]); if (DeletionList[i] is Character) { World.Enemies.Remove((Character)DeletionList[i]); } DeletionList[i] = null; } DeletionList.Clear(); CollisionDetection(); }
// Create platforms & environment private void CreateEnvironment(GraphicsDevice g) { #region Create Player & Target // First objects to create are the player and the target Player = new Character(true); Player.Position = new Vector2(_nearEdge + 32, _bottomEdge - 128); Player.IsPlayer = true; RigidBody playerBody = Player.RigidBody; playerBody.Position = Player.Position; playerBody.Width = 32; playerBody.Height = 32; playerBody.CollidableObject = new BoxCollider(); Player.TexturePos = new Vector2(Player.Position.X - playerBody.Width / 2, Player.Position.Y - playerBody.Height / 2); DynamicObjects.Add(Player); AllPhysObjects.Add(Player); Target = new PhysObject(); Target.Position = new Vector2(_farEdge / 2, _bottomEdge - 256); Target.IsTarget = true; Target.Elasticity = 1; RigidBody targetBody = Target.RigidBody; targetBody.Mass = 100.0f; targetBody.Position = Target.Position; targetBody.Width = 32; targetBody.Height = 32; targetBody.CollidableObject = new BoxCollider(); targetBody.CollidableObject.IsCircle = true; targetBody.AffectedByPhysics = false; targetBody.IgnoreGravity = true; float targetYVelocity = ((float)World.RandomGen.Next(3, 7) / 10.0f); if (World.RandomGen.Next(0, 1) == 0) { targetYVelocity *= -1; } float targetXVelocity = ((float)World.RandomGen.Next(3, 7) / 10.0f); if (World.RandomGen.Next(0, 1) == 0) { targetXVelocity *= -1; } targetBody.LinearVelocity = new Vector2(targetXVelocity * _portalSpeed, targetYVelocity * _portalSpeed); Target.TexturePos = new Vector2(targetBody.Position.X - targetBody.Width / 2, targetBody.Position.X - targetBody.Height / 2); DynamicObjects.Add(Target); AllPhysObjects.Add(Target); #endregion #region Edges // EDGES - Create the far left walls PhysObject block = new PhysObject(); block.Position = new Vector2(_nearEdge - 480, _bottomEdge / 2); RigidBody body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = _farEdge / 2; body.Height = _bottomEdge; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // EDGES - Create the far right wall block = new PhysObject(); block.Position = new Vector2(_farEdge + 480, _bottomEdge / 2); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = _farEdge / 2; body.Height = _bottomEdge; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // EDGES - Create the main floor block = new PhysObject(); block.Position = new Vector2(_farEdge / 2, _bottomEdge + 480); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 4096; body.Height = 1024; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // EDGES - Create the roof block = new PhysObject(); block.Position = new Vector2(_farEdge / 2, _topEdge - 480); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 4096; body.Height = 1024; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 0 // Platform block = new PhysObject(); block.Position = new Vector2(_nearEdge + 320, _bottomEdge - 32); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 640; body.Height = 64; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge - 320, _bottomEdge - 32); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 640; body.Height = 64; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 1 // Platform block = new PhysObject(); block.Position = new Vector2(_nearEdge + 256, _bottomEdge - 240); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Moving Platform block = new MovingPlatform(new Vector2(_nearEdge + 256, _bottomEdge - 144), new Vector2(_nearEdge + 192, _bottomEdge - 144), new Vector2(_nearEdge + (_farEdge / 2) - 160, _bottomEdge - 144), new Vector2(100, 0)); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Moving Platform block = new MovingPlatform(new Vector2(_farEdge - 256, _bottomEdge - 144), new Vector2((_farEdge / 2) + 160, _bottomEdge - 144), new Vector2(_farEdge - 192, _bottomEdge - 144), new Vector2(-100, 0)); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge - 256, _bottomEdge - 240); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 2 // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 - 448, _bottomEdge - 400); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 128; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 + 448, _bottomEdge - 400); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 128; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 3 // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2, _bottomEdge - 496); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 512; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); /* * // Pendulum (spins, collisions partially broken though, uncomment if you want to see (spawns to the right of the player start)) * block = new Pendulum(new Vector2(_farEdge / 2, _bottomEdge - 496), new Vector2(0, 128)); * DynamicObjects.Add(block); * AllPhysObjects.Add(block); */ #endregion #region Platforms - Tier 4 // Platform block = new PhysObject(); block.Position = new Vector2(_nearEdge + 256, _bottomEdge - 592); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 512; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge - 256, _bottomEdge - 592); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 512; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 5 // Platform block = new PhysObject(); block.Position = new Vector2(_nearEdge + 128, _bottomEdge - 784); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 - 208, _bottomEdge - 784); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 352; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Thicker block block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 + 80, _bottomEdge - 704); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 96; body.Height = 128; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Thicker block block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 - 80, _bottomEdge - 704); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 96; body.Height = 128; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 + 208, _bottomEdge - 784); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 352; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge - 128, _bottomEdge - 784); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 6 // Platform block = new PhysObject(); block.Position = new Vector2(_nearEdge + 432, _bottomEdge - 1008); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 288; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Thicker block block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 - 80, _bottomEdge - 1040); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 96; body.Height = 160; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Thicker block block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 + 80, _bottomEdge - 1040); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 96; body.Height = 160; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge - 432, _bottomEdge - 1008); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 288; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 7 // Platform block = new PhysObject(); block.Position = new Vector2(_nearEdge + 560, _bottomEdge - 1072); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 32; body.Height = 96; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge - 560, _bottomEdge - 1072); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 32; body.Height = 96; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 8 // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 - 256, _bottomEdge - 1136); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 448; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 + 256, _bottomEdge - 1136); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 448; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 9 // Platform block = new PhysObject(); block.Position = new Vector2(_nearEdge + 128, _bottomEdge - 1424); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 - 288, _bottomEdge - 1424); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2 + 288, _bottomEdge - 1424); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge - 128, _bottomEdge - 1424); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 10 // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2, _bottomEdge - 1680); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 640; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 11 // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2, _bottomEdge - 1760); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 128; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 12 // Moving Platform block = new MovingPlatform(new Vector2(_nearEdge + 256, _bottomEdge - 2000), new Vector2(_nearEdge + 160, _bottomEdge - 2000), new Vector2(_nearEdge + (_farEdge / 2) - 160, _bottomEdge - 2000), new Vector2(100, 0)); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); // Moving Platform block = new MovingPlatform(new Vector2(_farEdge - 256, _bottomEdge - 2000), new Vector2((_farEdge / 2) + 160, _bottomEdge - 2000), new Vector2(_farEdge - 160, _bottomEdge - 2000), new Vector2(-100, 0)); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 256; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion #region Platforms - Tier 13 // Platform block = new PhysObject(); block.Position = new Vector2(_farEdge / 2, _bottomEdge - 2288); body = block.RigidBody; body.Mass = _maximumMass; body.IgnoreGravity = true; body.IsDynamic = false; body.Position = block.Position; body.Width = 512; body.Height = 32; body.CollidableObject = new BoxCollider(); StaticObjects.Add(block); AllPhysObjects.Add(block); #endregion }