/// <summary> /// Converts image data to physics fixtures, and initializes default values /// </summary> public virtual void InitializePhysics() { Body = new Body(game.Physics); Body.UserData = this; PhysicsFrame easyVertices = PhysicsHelper.GetVerticesForTexture(texture); FixtureFactory.AttachCompoundPolygon(easyVertices.Vertices, 1f, Body); offset = easyVertices.Offset; Body.Mass = 1f; PhysicsHelper.AttachOnCollisionHandlers(Body, game); }
public override void InitializePhysics() { Body = new Body(game.Physics); Body.UserData = this; Body.BodyType = BodyType.Dynamic; Body.FixedRotation = true; frames = new List <PhysicsFrame>(); PhysicsFrame frame = PhysicsHelper.GetVerticesForTexture(spriteSheet, 0); List <Fixture> fixtures = FixtureFactory.AttachCompoundPolygon(frame.Vertices, 1f, Body); frame.Fixtures = fixtures; frames.Add(frame); PhysicsHelper.AttachOnCollisionHandlers(Body, game); }
public Rectangle GetBoundingBox() { return(PhysicsHelper.GetAABB(this)); }