public override void LoadContent() { base.LoadContent(); World.Gravity = Vector2.Zero; _border = new Border(World, Lines, Framework.GraphicsDevice); _rectangle = BodyFactory.CreateRectangle(World, 5f, 5f, 1f); _rectangle.BodyType = BodyType.Dynamic; SetUserAgent(_rectangle, 100f, 100f); // create sprite based on body _rectangleSprite = new Sprite(ContentWrapper.TextureFromShape(_rectangle.FixtureList[0].Shape, "Square", ContentWrapper.Blue, ContentWrapper.Gold, ContentWrapper.Black, 1f)); }
public override void LoadContent() { base.LoadContent(); World.Gravity = new Vector2(0f, 20f); Vector2 position = new Vector2(-15f, -8f); float restitution = 0f; for (int i = 0; i < 6; ++i) { _circle[i] = BodyFactory.CreateCircle(World, 1.5f, 1f, position); _circle[i].BodyType = BodyType.Dynamic; _circle[i].Restitution = restitution; position.X += 6f; restitution += 0.2f; } // create sprite based on body _circleSprite = new Sprite(ContentWrapper.TextureFromShape(_circle[0].FixtureList[0].Shape, "Square", ContentWrapper.Green, ContentWrapper.Lime, ContentWrapper.Black, 1f)); }
public override void LoadContent() { base.LoadContent(); World.Gravity = new Vector2(0f, 20f); _ragdoll = new Ragdoll(World, new Vector2(-20f, -10f)); _obstacles = new Body[9]; Vector2 stairStart = new Vector2(-23f, 0f); Vector2 stairDelta = new Vector2(2.5f, 1.65f); for (int i = 0; i < 9; i++) { _obstacles[i] = BodyFactory.CreateRectangle(World, 5f, 1.5f, 1f, stairStart + stairDelta * i); _obstacles[i].BodyType = BodyType.Static; } // create sprite based on body _obstacle = new Sprite(ContentWrapper.TextureFromShape(_obstacles[0].FixtureList[0].Shape, "Stripe", ContentWrapper.Red, ContentWrapper.Black, ContentWrapper.Black, 1.5f)); SetUserAgent(_ragdoll.Body, 1000f, 400f); }
public override void LoadContent() { base.LoadContent(); World.Gravity = new Vector2(0f, -20f); _border = new Border(World, LineBatch, Framework.GraphicsDevice); Vector2 position = new Vector2(-15f, 8f); float restitution = 0f; for (int i = 0; i < 6; ++i) { _circle[i] = World.CreateCircle(1.5f, 1f, position); _circle[i].BodyType = BodyType.Dynamic; _circle[i].SetRestitution(restitution); position.X += 6f; restitution += 0.2f; } // create sprite based on body _circleSprite = new Sprite(ContentWrapper.TextureFromShape(_circle[0].FixtureList[0].Shape, "Square", ContentWrapper.Green, ContentWrapper.Lime, ContentWrapper.Black, 1f, 24f)); }
public override void LoadContent() { base.LoadContent(); World.Gravity = new Vector2(0f, 10f); HasCursor = false; EnableCameraControl = true; _hzFront = 8.5f; _hzBack = 5.0f; _zeta = 0.85f; _maxSpeed = 50.0f; // terrain _ground = BodyFactory.CreateBody(World); { Vertices terrain = new Vertices(); terrain.Add(new Vector2(-20f, -5f)); terrain.Add(new Vector2(-20f, 0f)); terrain.Add(new Vector2(20f, 0f)); terrain.Add(new Vector2(25f, -0.25f)); terrain.Add(new Vector2(30f, -1f)); terrain.Add(new Vector2(35f, -4f)); terrain.Add(new Vector2(40f, 0f)); terrain.Add(new Vector2(45f, 0f)); terrain.Add(new Vector2(50f, 1f)); terrain.Add(new Vector2(55f, 2f)); terrain.Add(new Vector2(60f, 2f)); terrain.Add(new Vector2(65f, 1.25f)); terrain.Add(new Vector2(70f, 0f)); terrain.Add(new Vector2(75f, -0.3f)); terrain.Add(new Vector2(80f, -1.5f)); terrain.Add(new Vector2(85f, -3.5f)); terrain.Add(new Vector2(90f, 0f)); terrain.Add(new Vector2(95f, 0.5f)); terrain.Add(new Vector2(100f, 1f)); terrain.Add(new Vector2(105f, 2f)); terrain.Add(new Vector2(110f, 2.5f)); terrain.Add(new Vector2(115f, 1.3f)); terrain.Add(new Vector2(120f, 0f)); terrain.Add(new Vector2(160f, 0f)); terrain.Add(new Vector2(159f, 10f)); terrain.Add(new Vector2(201f, 10f)); terrain.Add(new Vector2(200f, 0f)); terrain.Add(new Vector2(240f, 0f)); terrain.Add(new Vector2(250f, -5f)); terrain.Add(new Vector2(250f, 10f)); terrain.Add(new Vector2(270f, 10f)); terrain.Add(new Vector2(270f, 0)); terrain.Add(new Vector2(310f, 0)); terrain.Add(new Vector2(310f, -5)); for (int i = 0; i < terrain.Count - 1; ++i) { FixtureFactory.AttachEdge(terrain[i], terrain[i + 1], _ground); } _ground.Friction = 0.6f; } // teeter board { _board = BodyFactory.CreateBody(World); _board.BodyType = BodyType.Dynamic; _board.Position = new Vector2(140.0f, -1.0f); PolygonShape box = new PolygonShape(1f); box.Vertices = PolygonUtils.CreateRectangle(10.0f, 0.25f); _teeter = new Sprite(ContentWrapper.TextureFromShape(box, "Stripe", ContentWrapper.Gold, ContentWrapper.Black, ContentWrapper.Black, 1f)); _board.CreateFixture(box); RevoluteJoint teeterAxis = JointFactory.CreateRevoluteJoint(World, _ground, _board, Vector2.Zero); teeterAxis.LowerLimit = -8.0f * MathConstants.Pi / 180.0f; teeterAxis.UpperLimit = 8.0f * MathConstants.Pi / 180.0f; teeterAxis.LimitEnabled = true; _board.ApplyAngularImpulse(-100.0f); } // bridge { _bridgeSegments = new List <Body>(); const int segmentCount = 20; PolygonShape shape = new PolygonShape(1f); shape.Vertices = PolygonUtils.CreateRectangle(1.0f, 0.125f); _bridge = new Sprite(ContentWrapper.TextureFromShape(shape, ContentWrapper.Gold, ContentWrapper.Black)); Body prevBody = _ground; for (int i = 0; i < segmentCount; ++i) { Body body = BodyFactory.CreateBody(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(161f + 2f * i, 0.125f); Fixture fix = body.CreateFixture(shape); fix.Friction = 0.6f; JointFactory.CreateRevoluteJoint(World, prevBody, body, -Vector2.UnitX); prevBody = body; _bridgeSegments.Add(body); } JointFactory.CreateRevoluteJoint(World, _ground, prevBody, Vector2.UnitX); } // boxes { _boxes = new List <Body>(); PolygonShape box = new PolygonShape(1f); box.Vertices = PolygonUtils.CreateRectangle(0.5f, 0.5f); _box = new Sprite(ContentWrapper.TextureFromShape(box, "Square", ContentWrapper.Sky, ContentWrapper.Sunset, ContentWrapper.Black, 1f)); Body body = BodyFactory.CreateBody(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -0.5f); body.CreateFixture(box); _boxes.Add(body); body = BodyFactory.CreateBody(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -1.5f); body.CreateFixture(box); _boxes.Add(body); body = BodyFactory.CreateBody(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, -2.5f); body.CreateFixture(box); _boxes.Add(body); } // car { Vertices vertices = new Vertices(8); vertices.Add(new Vector2(-2.5f, 0.08f)); vertices.Add(new Vector2(-2.375f, -0.46f)); vertices.Add(new Vector2(-0.58f, -0.92f)); vertices.Add(new Vector2(0.46f, -0.92f)); vertices.Add(new Vector2(2.5f, -0.17f)); vertices.Add(new Vector2(2.5f, 0.205f)); vertices.Add(new Vector2(2.3f, 0.33f)); vertices.Add(new Vector2(-2.25f, 0.35f)); PolygonShape chassis = new PolygonShape(vertices, 2f); _car = BodyFactory.CreateBody(World); _car.BodyType = BodyType.Dynamic; _car.Position = new Vector2(0.0f, -1.0f); _car.CreateFixture(chassis); _wheelBack = BodyFactory.CreateBody(World); _wheelBack.BodyType = BodyType.Dynamic; _wheelBack.Position = new Vector2(-1.709f, -0.78f); Fixture fix = _wheelBack.CreateFixture(new CircleShape(0.5f, 0.8f)); fix.Friction = 0.9f; _wheelFront = BodyFactory.CreateBody(World); _wheelFront.BodyType = BodyType.Dynamic; _wheelFront.Position = new Vector2(1.54f, -0.8f); _wheelFront.CreateFixture(new CircleShape(0.5f, 1f)); Vector2 axis = new Vector2(0.0f, -1.2f); _springBack = new WheelJoint(_car, _wheelBack, _wheelBack.Position, axis, true); _springBack.MotorSpeed = 0.0f; _springBack.MaxMotorTorque = 20.0f; _springBack.MotorEnabled = true; _springBack.Frequency = _hzBack; _springBack.DampingRatio = _zeta; World.AddJoint(_springBack); _springFront = new WheelJoint(_car, _wheelFront, _wheelFront.Position, axis, true); _springFront.MotorSpeed = 0.0f; _springFront.MaxMotorTorque = 10.0f; _springFront.MotorEnabled = false; _springFront.Frequency = _hzFront; _springFront.DampingRatio = _zeta; World.AddJoint(_springFront); // GFX _carBody = new Sprite(ContentWrapper.GetTexture("Car"), ContentWrapper.CalculateOrigin(_car)); _wheel = new Sprite(ContentWrapper.GetTexture("Wheel")); } Camera.MinRotation = -0.05f; Camera.MaxRotation = 0.05f; Camera.TrackingBody = _car; Camera.EnableTracking = true; }
public TheoJansenWalker(World world, Vector2 position) { _position = position; _motorSpeed = 2.0f; _motorOn = true; _leftShoulders = new Body[3]; _leftLegs = new Body[3]; _rightShoulders = new Body[3]; _rightLegs = new Body[3]; Vector2 pivot = new Vector2(0f, 0.8f); // Chassis PolygonShape box = new PolygonShape(1f); box.Vertices = PolygonTools.CreateRectangle(2.5f, 1.0f); _body = new Sprite(ContentWrapper.TextureFromShape(box, _walkerColors[0], ContentWrapper.Black, 24f)); _chassis = world.CreateBody(); _chassis.BodyType = BodyType.Dynamic; _chassis.Position = pivot + _position; Fixture bodyFixture = _chassis.CreateFixture(box); bodyFixture.CollisionGroup = -1; // Wheel CircleShape circle = new CircleShape(1.6f, 1f); _engine = new Sprite(ContentWrapper.TextureFromShape(circle, "Stripe", _walkerColors[1] * 0.6f, _walkerColors[2] * 0.8f, ContentWrapper.Black, 3f, 24f)); _wheel = world.CreateBody(); _wheel.BodyType = BodyType.Dynamic; _wheel.Position = pivot + _position; Fixture wheelFixture = _wheel.CreateFixture(circle); wheelFixture.CollisionGroup = -1; // Physics _motorJoint = new RevoluteJoint(_wheel, _chassis, _chassis.Position, true); _motorJoint.CollideConnected = false; _motorJoint.MotorSpeed = _motorSpeed; _motorJoint.MaxMotorTorque = 400f; _motorJoint.MotorEnabled = _motorOn; world.Add(_motorJoint); Vector2 wheelAnchor = pivot + new Vector2(0f, -0.8f); CreateLeg(world, -1f, wheelAnchor, out _leftShoulders[0], out _leftLegs[0]); CreateLeg(world, 1f, wheelAnchor, out _rightShoulders[0], out _rightLegs[0]); _wheel.SetTransform(_wheel.Position, 120f * MathHelper.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, out _leftShoulders[1], out _leftLegs[1]); CreateLeg(world, 1f, wheelAnchor, out _rightShoulders[1], out _rightLegs[1]); _wheel.SetTransform(_wheel.Position, -120f * MathHelper.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, out _leftShoulders[2], out _leftLegs[2]); CreateLeg(world, 1f, wheelAnchor, out _rightShoulders[2], out _rightLegs[2]); CreateLegTextures(); }
public TheoJansenWalker(World world, Vector2 position) { _position = position; _motorSpeed = 2.0f; _motorOn = true; _leftShoulders = new Body[3]; _leftLegs = new Body[3]; _rightShoulders = new Body[3]; _rightLegs = new Body[3]; Vector2 pivot = new Vector2(0f, -0.8f); // Chassis PolygonShape box = new PolygonShape(1f); box.Vertices = PolygonUtils.CreateRectangle(2.5f, 1.0f); _body = new Sprite(ContentWrapper.TextureFromShape(box, _walkerColors[0], ContentWrapper.Black)); _chassis = BodyFactory.CreateBody(world); _chassis.BodyType = BodyType.Dynamic; _chassis.Position = pivot + _position; Fixture bodyFixture = _chassis.CreateFixture(box); bodyFixture.CollisionGroup = -1; // Wheel CircleShape circle = new CircleShape(1.6f, 1f); _engine = new Sprite(ContentWrapper.TextureFromShape(circle, "Stripe", _walkerColors[1] * 0.6f, _walkerColors[2] * 0.8f, ContentWrapper.Black, 3f)); _wheel = BodyFactory.CreateBody(world); _wheel.BodyType = BodyType.Dynamic; _wheel.Position = pivot + _position; Fixture wheelFixture = _wheel.CreateFixture(circle); wheelFixture.CollisionGroup = -1; // Physics _motorJoint = new RevoluteJoint(_wheel, _chassis, _chassis.Position, true); _motorJoint.CollideConnected = false; _motorJoint.MotorSpeed = _motorSpeed; _motorJoint.MaxMotorTorque = 400f; _motorJoint.MotorEnabled = _motorOn; world.AddJoint(_motorJoint); Vector2 wheelAnchor = pivot + new Vector2(0f, 0.8f); CreateLeg(world, -1f, wheelAnchor, 0); CreateLeg(world, 1f, wheelAnchor, 0); _wheel.SetTransform(_wheel.Position, 120f * MathConstants.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 1); CreateLeg(world, 1f, wheelAnchor, 1); _wheel.SetTransform(_wheel.Position, -120f * MathConstants.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 2); CreateLeg(world, 1f, wheelAnchor, 2); // GFX Vector2[] points = { new Vector2(-5.4f, 6.1f), new Vector2(-7.2f, 1.2f), new Vector2(-4.3f, 1.9f), new Vector2(-2.9f, -0.7f), new Vector2(0.6f, -2.9f) }; _leftShoulder = new Sprite(ContentWrapper.PolygonTexture(new[] { Vector2.Zero, points[3], points[4] }, Color.White * 0.6f, ContentWrapper.Black)); _leftShoulder.Origin = ContentWrapper.CalculateOrigin(_leftShoulders[0]); _leftLeg = new Sprite(ContentWrapper.PolygonTexture(new[] { points[0], points[1], points[2] }, Color.White * 0.6f, ContentWrapper.Black)); _leftLeg.Origin = ContentWrapper.CalculateOrigin(_leftLegs[0]); for (int i = 0; i < points.Length; i++) { points[i].X *= -1f; } _rightShoulder = new Sprite(ContentWrapper.PolygonTexture(new[] { Vector2.Zero, points[4], points[3] }, Color.White * 0.6f, ContentWrapper.Black)); _rightShoulder.Origin = ContentWrapper.CalculateOrigin(_rightShoulders[0]); _rightLeg = new Sprite(ContentWrapper.PolygonTexture(new[] { points[0], points[2], points[1] }, Color.White * 0.6f, ContentWrapper.Black)); _rightLeg.Origin = ContentWrapper.CalculateOrigin(_rightLegs[0]); }