protected override void AssignResources() { world = new World(Vector2.Zero); GameObject.World = world; bug = GameObject.CreateCircular(new AnimatedSprite(ResMan.Get<Texture2D>("bug2"),4,1,"walk"), new Vector2(500, 500), BodyType.Dynamic); Player = Character.CreatePlayer(new Vector2(500, 500)); floatingText = new FloatText(ResMan.GetResource<SpriteFont>("default")); //załozenie że są zasoby level.AssignResources(); Obstacles = level.Obstacles; }
public void Think(Character c) { velocity = new Vector2(10, 0) * c.PhysicsBody.Mass; }
public static Character CreatePlayer(Vector2 pos) { AnimatedSprite sprite = new AnimatedSprite(ResMan.Get<Texture2D>("bug2"), 4, 1, "walk"); Character obj = new Character(sprite, pos); obj.PhysicsBody.CreateFixture(new CircleShape(ConvertUnits.ToSimUnits(obj.Size.X / 2), 0)); obj.PhysicsBody.BodyType = BodyType.Dynamic; obj.Health = 1000; obj.ai = new ManualMovementStyle(); obj.MOVEMENT_SPEED = 80; obj.PhysicsBody.Mass = 100; obj.PhysicsBody.UserData = obj; obj.Relations = GameObject.Relationship.Friendly; obj.PhysicsBody.CollisionCategories = (Category) 0x04; obj.PhysicsBody.CollidesWith = (Category.All); return obj; }
public void Think(Character c) { offset = Vector2.Zero; force = Vector2.Zero; angle = 0.0f; if (InMan.KeyDown(Keys.Left)) angle = MathHelper.ToRadians(-240) / Settings.FramesPerSecond; if (InMan.KeyDown(Keys.Right)) angle = MathHelper.ToRadians(+240) / Settings.FramesPerSecond; if (InMan.KeyDown(Keys.Up)) force = new Vector2((float)(c.MOVEMENT_SPEED * Math.Sin(c.Rotation)), (float)(-c.MOVEMENT_SPEED * Math.Cos(c.Rotation))) * c.PhysicsBody.Mass;/// Settings.FramesPerSecond; if (InMan.KeyPressed(Keys.Space)) { //var v = c.Position + c.Bullets.Add(Bullet.CreateBullet(c.Position + c.GetDirectionalVector(100), c.Rotation)); } //c.MoveStraight(+220); /*if (InMan.KeyDown(Keys.Down)) c.MoveStraight(-220);*/ }
public static Character CreateBug(Vector2 pos) { AnimatedSprite sprite = new AnimatedSprite(ResMan.Get<Texture2D>("bug"), 1, 1, "none"); Character obj = new Character(sprite, pos); obj.PhysicsBody.CreateFixture(new CircleShape(ConvertUnits.ToSimUnits(obj.Size.X / 2), 0)); obj.PhysicsBody.BodyType = BodyType.Dynamic; obj.Health = 100; obj.PhysicsBody.Mass = 200; obj.PhysicsBody.UserData = obj; obj.Relations = Relationship.Enemy; obj.PhysicsBody.CollisionCategories = (Category) 0x04; obj.PhysicsBody.CollidesWith = (Category.All); return obj; }