public override void LoadContent() { _cameraMatrix = Matrix.Identity; _projectionMatrix = Matrix.CreateOrthographicOffCenter(0, ScreenManager.ScreenWidth, ScreenManager.ScreenHeight, 0, -100, 100); _worldMatrix = Matrix.Identity; _waterModel = new WaterModel(); _waterModel.Initialize(PhysicsSimulator, new Vector2(ScreenManager.ScreenHeight * .05f, 500), new Vector2(ScreenManager.ScreenWidth - ((ScreenManager.ScreenHeight * .05f) * 2.0f), ScreenManager.ScreenHeight - 500)); _waterModel.WaveController.Enabled = true; // if false waves will not be created _platform = new Box(300, 20, new Vector2(ScreenManager.ScreenWidth / 2f, 500)); _platform.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); _refTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 32, 32, 2, 0, 0, Color.White, Color.Black); _refBody = BodyFactory.Instance.CreateRectangleBody(32, 32, 3f); _refGeom = GeomFactory.Instance.CreateRectangleGeom(_refBody, 32, 32); _refGeom.FrictionCoefficient = .2f; //create the _pyramid near the bottom of the screen. _pyramid = new Pyramid(_refBody, _refGeom, 32f / 3f, 32f / 3f, 32, 32, _pyramidBaseBodyCount, new Vector2(ScreenManager.ScreenCenter.X - _pyramidBaseBodyCount * .5f * (32 + 32 / 3) + 20, ScreenManager.ScreenHeight - 300)); _pyramid.Load(PhysicsSimulator); //Add the geometries to the watermodel's fluiddragcontroller to make them float. _waterModel.FluidDragController.AddGeom(_platform.Geom); foreach (Geom geom in _pyramid.Geoms) { _waterModel.FluidDragController.AddGeom(geom); } // load a font _font = ScreenManager.ContentManager.Load<SpriteFont>("Content/Fonts/detailsfont"); base.LoadContent(); }
public override void LoadContent() { //We load the grenade texture here instead of inside Grenade class. Load once, use multiple times. _grenadeTexture = ScreenManager.ContentManager.Load<Texture2D>("Content/Grenade"); _rectangleTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 32, 32, 2, 0, 0, Color.White, Color.Black); _rectangleBody = BodyFactory.Instance.CreateRectangleBody(32, 32, 1f); _rectangleGeom = GeomFactory.Instance.CreateRectangleGeom(_rectangleBody, 32, 32); _rectangleGeom.FrictionCoefficient = .4f; _rectangleGeom.RestitutionCoefficient = 0.0f; _pyramid = new Pyramid(_rectangleBody, _rectangleGeom, 32f / 5f, 32f / 5f, 32, 32, pyramidBaseBodyCount, new Vector2(ScreenManager.ScreenCenter.X - pyramidBaseBodyCount * .5f * (32 + 32 / 3), ScreenManager.ScreenHeight - 125)); _pyramid.Load(PhysicsSimulator); _hairDryer = new HairDryer(new Vector2(100, 100), PhysicsSimulator); _hairDryer.Load(ScreenManager.ContentManager.Load<Texture2D>("Content/HairDryer")); base.LoadContent(); }
public override void LoadContent() { _rectangleTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 32, 32, 2, 0, 0, Color.White, Color.Black); _rectangleBody = BodyFactory.Instance.CreateRectangleBody(32, 32, 1f); //template _rectangleGeom = GeomFactory.Instance.CreateRectangleGeom(_rectangleBody, 32, 32); //template _rectangleGeom.FrictionCoefficient = .4f; _rectangleGeom.RestitutionCoefficient = 0f; //create the pyramid near the bottom of the screen. _pyramid = new Pyramid(_rectangleBody, _rectangleGeom, 32f / 3f, 32f / 3f, 32, 32, _pyramidBaseBodyCount, new Vector2(ScreenManager.ScreenCenter.X - _pyramidBaseBodyCount * .5f * (32 + 32 / 3), ScreenManager.ScreenHeight - 60)); _pyramid.Load(PhysicsSimulator); _agent = new Agent(ScreenManager.ScreenCenter - new Vector2(320, 200)); _agent.Load(ScreenManager.GraphicsDevice, PhysicsSimulator); base.LoadContent(); }