public override void LoadContent() { base.LoadContent(); if (World == null) World = new World(Vector2.Zero); else World.Clear(); if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); } if (Camera == null) Camera = new Camera2D(ScreenManager.GraphicsDevice); else Camera.ResetCamera(); HiddenBody = BodyFactory.CreateBody(World, Vector2.Zero); // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
public override void LoadContent() { if (World == null) World = new World(Vector2.Zero); else World.Clear(); if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(Framework.GraphicsDevice, Framework.Content); } DebugView.Flags = _flags; _flagsChanged = false; if (Camera == null) Camera = new Camera2D(Framework.GraphicsDevice); else Camera.ResetCamera(); base.LoadContent(); }
protected PhysicsGameScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.75); TransitionOffTime = TimeSpan.FromSeconds(0.75); HasCursor = true; EnableCameraControl = true; _userAgent = null; World = null; Camera = null; DebugView = null; }
public DebugView(World _world, Game1 game, float _ratio) { _debugView = new DebugViewXNA(_world); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel); _debugView.DefaultShapeColor = Color.Red; _debugView.SleepingShapeColor = Color.DarkRed; _debugView.LoadContent(game.GraphicsDevice, game.Content); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph); //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.AABB); //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass); //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactNormals); //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints); //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Controllers); //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Joint); //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints); // //_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints); this.game = game; this._ratio = _ratio; Enabled = true; }
public virtual void Initialize() { Settings.EnableDiagnostics = true; DebugView = new DebugViewXNA(World); DebugView.LoadContent(GameInstance.GraphicsDevice, GameInstance.Content); }
public override void LoadContent() { base.LoadContent(); //We enable diagnostics to show get values for our performance counters. Settings.EnableDiagnostics = true; if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); } if (Camera == null) { Camera = new Camera2D(ScreenManager.GraphicsDevice); } else { Camera.ResetCamera(); } // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
public virtual void Initialize() { DebugView = new DebugViewXNA(World); DebugView.LoadContent(GameInstance.GraphicsDevice, GameInstance.Content); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); background = Content.Load<Texture2D>("sky"); foreground = Content.Load<Texture2D>("nearback"); world = new World(new Vector2(0, 1f)); debugView = new DebugViewXNA(world); camera = new Camera(this); camera.Position = new Vector2(22,20); debugView.LoadContent(GraphicsDevice, Content); playerController.LoadContent(); badger = new ScrapBadger(this, new Vector2(23, 4)); badger.Rotate(20f * 0.0174532925f); crate = new Crate(this, new Vector2(26, 2)); //XmlLoader loader = new XmlLoader(); //loader.LoadLevel(ref entityList); terrain.LoadContent(); terrain.CreateGround(world); //Init(); }
private void InitDebugDraw() { debugProjMat = Matrix.CreateOrthographicOffCenter(0f, gameDimensions.X, 0f, gameDimensions.Y, 0f, 1f); debugViewMat = Matrix.Identity; DebugView = new DebugViewXNA (world); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent (GraphicsDevice, Content); }