示例#1
0
        private void CreateGFX()
        {
            AssetCreator creator = _screen.ScreenManager.Assets;

            _face  = new Sprite(creator.CircleTexture(0.9f, MaterialType.Squares, Color.Gray, 1f));
            _torso = new Sprite(creator.TextureFromVertices(PolygonTools.CreateRoundedRectangle(2f, 4f, 0.5f, 0.7f, 2),
                                                            MaterialType.Squares, Color.LightSlateGray, 0.8f));

            _upperArm = new Sprite(creator.TextureFromVertices(PolygonTools.CreateCapsule(1.9f, 0.45f, 16),
                                                               MaterialType.Squares, Color.DimGray, 0.8f));
            _lowerArm = new Sprite(creator.TextureFromVertices(PolygonTools.CreateCapsule(1.9f, 0.45f, 16),
                                                               MaterialType.Squares, Color.DarkSlateGray, 0.8f));

            _upperLeg = new Sprite(creator.TextureFromVertices(PolygonTools.CreateCapsule(2f, 0.5f, 16),
                                                               MaterialType.Squares, Color.DimGray, 0.8f));
            _lowerLeg = new Sprite(creator.TextureFromVertices(PolygonTools.CreateCapsule(2f, 0.5f, 16),
                                                               MaterialType.Squares, Color.DarkSlateGray, 0.8f));
        }
示例#2
0
        public Pyramid(World world, PhysicsGameScreen screen, Vector2 position, int count, float density)
        {
            Vertices     rect  = PolygonTools.CreateRectangle(0.5f, 0.5f);
            PolygonShape shape = new PolygonShape(rect, density);

            Vector2 rowStart = position;

            rowStart.Y -= 0.5f + count * 1.1f;

            Vector2     deltaRow = new Vector2(-0.625f, 1.1f);
            const float spacing  = 1.25f;

            _boxes = new List <Body>();

            for (int i = 0; i < count; ++i)
            {
                Vector2 pos = rowStart;

                for (int j = 0; j < i + 1; ++j)
                {
                    Body body = BodyFactory.CreateBody(world);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = pos;
                    body.CreateFixture(shape);
                    _boxes.Add(body);

                    pos.X += spacing;
                }

                rowStart += deltaRow;
            }

            _screen = screen;

            //GFX
            AssetCreator creator = _screen.ScreenManager.Assets;

            _box = new Sprite(creator.TextureFromVertices(rect, MaterialType.Dots, Color.SaddleBrown, 2f));
        }
示例#3
0
文件: Agent.cs 项目: dv00d00/XNA_GAME
        public Agent(World world, PhysicsGameScreen screen, Vector2 position)
        {
            _collidesWith        = Category.All;
            _collisionCategories = Category.All;

            _agentBody          = BodyFactory.CreateBody(world, position);
            _agentBody.BodyType = BodyType.Dynamic;

            //Center
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody);

            //Left arm
            FixtureFactory.AttachRectangle(1.5f, 0.4f, 1f, new Vector2(-1f, 0f), _agentBody);
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(-2f, 0f));

            //Right arm
            FixtureFactory.AttachRectangle(1.5f, 0.4f, 1f, new Vector2(1f, 0f), _agentBody);
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(2f, 0f));

            //Top arm
            FixtureFactory.AttachRectangle(0.4f, 1.5f, 1f, new Vector2(0f, 1f), _agentBody);
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(0f, 2f));

            //Bottom arm
            FixtureFactory.AttachRectangle(0.4f, 1.5f, 1f, new Vector2(0f, -1f), _agentBody);
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(0f, -2f));

            _screen = screen;

            //GFX
            AssetCreator creator = _screen.ScreenManager.Assets;

            _box = new Sprite(creator.TextureFromVertices(PolygonTools.CreateRectangle(1.75f, 0.2f),
                                                          MaterialType.Blank, Color.White, 1f));
            _knob   = new Sprite(creator.CircleTexture(0.5f, MaterialType.Blank, Color.Orange, 1f));
            _offset = ConvertUnits.ToDisplayUnits(2f);
        }
示例#4
0
        public Objects(World world, PhysicsGameScreen screen, Vector2 startPosition, Vector2 endPosition, int count,
                       float radius, ObjectType type)
        {
            _bodies             = new List <Body>(count);
            CollidesWith        = Category.All;
            CollisionCategories = Category.All;

            for (int i = 0; i < count; ++i)
            {
                switch (type)
                {
                case ObjectType.Circle:
                    _bodies.Add(BodyFactory.CreateCircle(world, radius, 1f));
                    break;

                case ObjectType.Rectangle:
                    _bodies.Add(BodyFactory.CreateRectangle(world, radius, radius, 1f));
                    break;

                case ObjectType.Star:
                    _bodies.Add(BodyFactory.CreateGear(world, radius, 10, 0f, 1f, 1f));
                    break;

                case ObjectType.Gear:
                    _bodies.Add(BodyFactory.CreateGear(world, radius, 10, 100f, 1f, 1f));
                    break;
                }
            }

            for (int i = 0; i < _bodies.Count; ++i)
            {
                Body body = _bodies[i];
                body.BodyType            = BodyType.Dynamic;
                body.Position            = Vector2.Lerp(startPosition, endPosition, i / (float)(count - 1));
                body.Restitution         = .7f;
                body.Friction            = .2f;
                body.CollisionCategories = CollisionCategories;
                body.CollidesWith        = CollidesWith;
            }

            _screen = screen;

            //GFX
            AssetCreator creator = _screen.ScreenManager.Assets;

            switch (type)
            {
            case ObjectType.Circle:
                _object = new Sprite(creator.CircleTexture(radius, MaterialType.Dots, Color.DarkRed, 0.8f));
                break;

            case ObjectType.Rectangle:
                _object =
                    new Sprite(creator.TextureFromVertices(PolygonTools.CreateRectangle(radius / 2f, radius / 2f),
                                                           MaterialType.Dots, Color.Blue, 0.8f));
                break;

            case ObjectType.Star:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 0f, 1f),
                                                                 MaterialType.Dots, Color.Yellow, 0.8f));
                break;

            case ObjectType.Gear:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 100f, 1f),
                                                                 MaterialType.Dots, Color.DarkGreen, 0.8f));
                break;
            }
        }