public override void LoadContent() { _agent = new Agent(World, new Vector2(5, 10)); Vertices box = PolygonTools.CreateRectangle(0.5f, 0.5f); PolygonShape shape = new PolygonShape(box, 1); Vector2 x = new Vector2(-8.0f, -17.0f); Vector2 deltaX = new Vector2(0.5625f, 1.25f); Vector2 deltaY = new Vector2(1.125f, 0.0f); for (int i = 0; i < PyramidBaseBodyCount; ++i) { Vector2 y = x; for (int j = i; j < PyramidBaseBodyCount; ++j) { Body body = BodyFactory.CreateBody(World); body.BodyType = BodyType.Dynamic; body.Position = y; body.CreateFixture(shape); y += deltaY; } x += deltaX; } base.LoadContent(); }
public override void LoadContent() { _agent = new Agent(World, new Vector2(5, 10)); LoadObstacles(); base.LoadContent(); }
public override void LoadContent() { _agent = new Agent(World, new Vector2(0, -10)); _spiders = new Spider[8]; for (int i = 0; i < _spiders.Length; i++) { _spiders[i] = new Spider(World, new Vector2(0, ((i + 1) * 3) - 7)); } base.LoadContent(); }
public override void LoadContent() { //Cat1=Circles, Cat2=Rectangles, Cat3=Gears, Cat4=Stars _agent = new Agent(World, Vector2.Zero); //Collide with all but stars _agent.CollisionCategories = Category.All & ~Category.Cat4; _agent.CollidesWith = Category.All & ~Category.Cat4; Vector2 startPosition = new Vector2(-20, 16); Vector2 endPosition = new Vector2(20, 16); _circles = new Objects(World, startPosition, endPosition, 15, 1, ObjectType.Circle); //Collide with itself only _circles.CollisionCategories = Category.Cat1; _circles.CollidesWith = Category.Cat1; startPosition = new Vector2(-20, -16); endPosition = new Vector2(20, -16); _rectangles = new Objects(World, startPosition, endPosition, 15, 2, ObjectType.Rectangle); //Collides with itself only _rectangles.CollisionCategories = Category.Cat2; _rectangles.CollidesWith = Category.Cat2; startPosition = new Vector2(-20, -10); endPosition = new Vector2(-20, 10); _gears = new Objects(World, startPosition, endPosition, 5, 1, ObjectType.Gear); //Collides with stars _gears.CollisionCategories = Category.Cat3; _gears.CollidesWith = Category.Cat3 | Category.Cat4; startPosition = new Vector2(20, -10); endPosition = new Vector2(20, 10); _stars = new Objects(World, startPosition, endPosition, 5, 1, ObjectType.Star); //Collides with gears _stars.CollisionCategories = Category.Cat4; _stars.CollidesWith = Category.Cat3 | Category.Cat4; base.LoadContent(); }