/// <summary> /// Called after the application has been initialized. /// </summary> protected override void OnInitialized() { SetFileSourceFromManifestIfExists("UltravioletGame.Content.uvarc"); MouseInputBinding mib = new MouseInputBinding(this.Ultraviolet, MouseButton.Left); mouse = mib.Mouse; //initialize the firingBullet bool firingBullet = false; //Setup Box2D world worldAABB = new AABB(); worldAABB.Center.Set(0F, 0F); worldAABB.LowerBound.Set(-100F); worldAABB.UpperBound.Set(100F); physicsWorld = new World(worldAABB, new Vec2(0F, 9.8F), true); BodyDef physicsTestDef = new BodyDef(); physicsTestDef.Position.Set(0F, 0F); //physicsTestObject = new GameObject(); //physicsTestObject.body2D = physicsWorld.CreateBody(physicsTestDef); PolygonDef physicsTestShapeDef = new PolygonDef(); physicsTestShapeDef.SetAsBox(1F, 1F); physicsTestShapeDef.Density = 1F; //physicsTestObject.body2D.CreateFixture(physicsTestShapeDef); //physicsTestObject.body2D.SetMassFromShapes(); BodyDef groundDef = new BodyDef(); groundDef.Position.Set(0F, 3F); groundTestObject = new GameObject(); groundTestObject.body2D = physicsWorld.CreateBody(groundDef); PolygonDef groundShapeDef = new PolygonDef(); groundShapeDef.SetAsBox(1F, 1F); groundTestObject.body2D.CreateFixture(groundShapeDef); base.OnInitialized(); }
private void MoveGameObject(Vec2 direction, GameObject gameObj) { gameObj.body2D.ApplyForce(direction, gameObj.position.ToWorldVector()); }