/// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { SpriteBatch = new SpriteBatch(GraphicsDevice); LineBatch = new LineBatch(GraphicsDevice); Assets = new AssetCreator(GraphicsDevice); Assets.LoadContent(Content); _input.LoadContent(); // Tell each of the screens to load their content. foreach (GameScreen screen in _screens) { screen.LoadContent(); } }
public TheoJansenWalker(World world, ScreenManager screenManager, Camera2D camera, Vector2 position) { _position = position; _motorSpeed = 2.0f; _spriteBatch = screenManager.SpriteBatch; _lineBatch = screenManager.LineBatch; _camera = camera; _walkerJoints = new List<DistanceJoint>(); _leftShoulders = new Body[3]; _rightShoulders = new Body[3]; _leftLegs = new Body[3]; _rightLegs = new Body[3]; Vector2 pivot = new Vector2(0f, -0.8f); CreateChassis(world, pivot, screenManager.Assets); Vector2 wheelAnchor = pivot + new Vector2(0f, 0.8f); CreateLegTextures(screenManager.Assets); CreateLeg(world, -1f, wheelAnchor, 0); CreateLeg(world, 1f, wheelAnchor, 0); _leftLeg.Origin = AssetCreator.CalculateOrigin(_leftLegs[0]); _leftShoulder.Origin = AssetCreator.CalculateOrigin(_leftShoulders[0]); _rightLeg.Origin = AssetCreator.CalculateOrigin(_rightLegs[0]); _rightShoulder.Origin = AssetCreator.CalculateOrigin(_rightShoulders[0]); _wheel.SetTransform(_wheel.Position, 120f * Settings.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 1); CreateLeg(world, 1f, wheelAnchor, 1); _wheel.SetTransform(_wheel.Position, -120f * Settings.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 2); CreateLeg(world, 1f, wheelAnchor, 2); }
/// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _lineBatch = new LineBatch(GraphicsDevice); _assetCreator = new AssetCreator(GraphicsDevice); _assetCreator.LoadContent(_contentManager); _input.LoadContent(); // Tell each of the screens to load their content. foreach (GameScreen screen in _screens) { screen.LoadContent(); } }