public override void LoadContent()
        {
            base.LoadContent();
            if (World == null)
                return;

            RenderView = new RenderXNAHelper(World);
            RenderView.AppendFlags(DebugViewFlags.TexturedShape);
            RenderView.RemoveFlags(DebugViewFlags.Shape);
            RenderView.RemoveFlags(DebugViewFlags.Joint);
            //DebugView.AppendFlags(DebugViewFlags.PolygonPoints);

            RenderView.DefaultShapeColor = Color.White;
            RenderView.SleepingShapeColor = Color.LightGray;

            RenderView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.ContentManager);

            ScreenManager.Camera.ProjectionUpdated += UpdateScreen;

            // Loading may take a while... so prevent the game from "catching up" once we finished loading
            ScreenManager.Game.ResetElapsedTime();
        }
示例#2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
              spriteBatch = new SpriteBatch(GraphicsDevice);

              // TODO: use this.Content to load your game content here
              map = Content.Load<Map>("Maps\\Map01");

              mSpriteTexture = Content.Load<Texture2D>("golfball");

              MyTexture = Content.Load<Texture2D>("blank");

              world = new World(new Vector2(0, 15.0f));

              RenderHelper = new RenderXNAHelper(world);
              RenderHelper.AppendFlags(DebugViewFlags.TexturedShape);
              RenderHelper.RemoveFlags(DebugViewFlags.Shape);

              RenderHelper.DefaultShapeColor = Color.White;
              RenderHelper.SleepingShapeColor = Color.LightGray;
              RenderHelper.LoadContent(GraphicsDevice, Content);

              BoxBody = BodyFactory.CreateBody(world);
              FixtureFactory.CreateRectangle(ConvertUnits.ToSimUnits(50), ConvertUnits.ToSimUnits(50), 10, Vector2.Zero, BoxBody);
              foreach (Fixture fixture in BoxBody.FixtureList)
              {
            fixture.Restitution = 1.0f;
            fixture.Friction = 0.5f;
              }
              BoxBody.BodyType = BodyType.Dynamic;
              BoxBody.Position = ConvertUnits.ToSimUnits(new Vector2(400, 25));

              //Create Floor
              //Fixture floorFixture = FixtureFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(800), ConvertUnits.ToSimUnits(10), 10);
              //floorFixture.Restitution = 0.5f;        //Bounceability
              //floorFixture.Friction = 0.5f;           //Friction
              //FloorBody = floorFixture.Body;          //Get Body from Fixture
              //FloorBody.IsStatic = true;

              //FloorBody.Position = ConvertUnits.ToSimUnits(new Vector2(0, 400));

              Layer layer = map.GetLayer("HitGround");
              TileArray groundTiles = layer.Tiles;

              for (int x = 0; x < 800; x++)
              {
            for (int y = 0; y < 48; y++)
            {
              Tile tile = groundTiles[x, y];

              if (tile != null)
              {
            Fixture smallBox = FixtureFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(16), ConvertUnits.ToSimUnits(16), 10);
            smallBox.Restitution = 0.5f;        //Bounceability
            smallBox.Friction = 0.5f;           //Friction
            var smallBoxBody = smallBox.Body;          //Get Body from Fixture
            smallBoxBody.IsStatic = true;
            smallBoxBody.Position = ConvertUnits.ToSimUnits(new Vector2(x * 16, y * 16));

            MapBodies.Add(smallBoxBody);
              }
            }
              }

              Camera = new Camera2D(GraphicsDevice);
              Camera.TargetPosition = screenCenter;
              //Camera.TrackingBody = BoxBody;
        }