protected override void Initialize() { physicsSimulator = new PhysicsSimulator(new Vector2(0, 0)); _agent = new Agent(ScreenCenter); _agent.CollisionCategory = CollisionCategory.Cat5; _agent.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat4; //collide with all but Cat4(black) _agent.Load(this, physicsSimulator); LoadCircles(); controlledBody = _agent.Body; }
protected override void Initialize() { physicsSimulator = new PhysicsSimulator(new Vector2(0, 150)); PhysicsSimulator.MaxContactsToDetect = 5; physicsSimulator.MaxContactsToResolve = 2; physicsSimulator.Iterations = 10; physicsSimulator.BiasFactor = .4f; _agent = new Agent(ScreenCenter - new Vector2(200, 0)); _agent.CollisionCategory = CollisionCategory.Cat5; _agent.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat4; //collide with all but Cat5(black) _agent.Load(this, physicsSimulator); _agent.Body.LinearDragCoefficient = .001f; controlledBody = _agent.Body; AddAgentToCanvas(_agent.Body); LoadSpiders(); }
protected override void Initialize() { physicsSimulator = new PhysicsSimulator(new Vector2(0, 200)); PhysicsSimulator.MaxContactsToDetect = 2; //for stacked objects, simultaneous collision are the bottlenecks so limit them to 2 per geometric pair. _agent = new Agent(new Vector2(ScreenCenter.X, 100)); _agent.CollisionCategory = CollisionCategory.Cat5; _agent.CollidesWith = CollisionCategory.All & ~CollisionCategory.Cat4; //collide with all but Cat4 _agent.Load(this, physicsSimulator); AddAgentToCanvas(_agent.Body); LoadPlatforms(); controlledBody = _agent.Body; }