private void loadObjectivesLayer(LayerInfo layer) { //Load objectives for (int i = 0; i < layer.Objects.Length; i++) { ObjectInfo areaInfo = layer.Objects[i]; RectangleF area = new RectangleF(areaInfo.X, areaInfo.Y, areaInfo.Width, areaInfo.Height); const int scientistCount = 5; for (int k = 0; k < scientistCount; k++) { Vector2 position = new Vector2(RNG.NextFloat(area.Left, area.Right), area.Bottom - 2f); Scientist scientist = new Scientist(map, position, area); scientist.SetPhysicsBody(BodyFactory.CreateCircle(world, ConvertUnits.ToSimUnits(1f), 5f)); scientist.PhysicsBody.Position = ConvertUnits.ToSimUnits(position); //scientist.PhysicsBody.BodyType = BodyType.Dynamic; scientist.PhysicsBody.IsSensor = true; scientist.IsImmortal = true; //TODO: Consider killable scientists } map.ScientistCount += scientistCount; } }