void CreateSceneContents() { BackgroundColor = UIColor.Black; ScaleMode = SKSceneScaleMode.AspectFit; // Give the scene an edge and configure other physics info on the scene. var body = SKPhysicsBody.CreateEdgeLoop(Frame); body.CategoryBitMask = Category.Edge; body.CollisionBitMask = 0; body.ContactTestBitMask = 0; PhysicsBody = body; PhysicsWorld.Gravity = new CGVector(0, 0); PhysicsWorld.ContactDelegate = this; // In this sample, the positions of everything is hard coded. In an actual game, you might implement this in an archive that is loaded from a file. controlledShip = new ShipSprite(new CGPoint(100, 300)); AddChild(controlledShip); // this ship isn't connected to any controls so it doesn't move, except when it collides with something. AddChild(new ShipSprite(new CGPoint(200, 300))); AddChild(new AsteroidNode(new CGPoint(100, 200))); AddChild(new PlanetNode(new CGPoint(300, 100))); }
void CreateSceneContents() { BackgroundColor = UIColor.Black; ScaleMode = SKSceneScaleMode.AspectFit; var body = SKPhysicsBody.CreateEdgeLoop(Frame); body.CategoryBitMask = Category.Edge; body.CollisionBitMask = 0; body.ContactTestBitMask = 0; PhysicsBody = body; PhysicsWorld.Gravity = new CGVector(0, 0); PhysicsWorld.ContactDelegate = new PhysicsDelegate(DidBeginContact); controlledShip = new ShipSprite(new CGPoint(100, 300)); AddChild(controlledShip); AddChild(new ShipSprite(new CGPoint(200, 300))); AddChild(new AsteroidNode(new CGPoint(100, 200))); AddChild(new PlanetNode(new CGPoint(300, 100))); }
void CreateSceneContents() { BackgroundColor = UIColor.Black; ScaleMode = SKSceneScaleMode.AspectFit; var body = SKPhysicsBody.BodyWithEdgeLoopFromRect (Frame); body.CategoryBitMask = Category.Edge; body.CollisionBitMask = 0; body.ContactTestBitMask = 0; PhysicsBody = body; PhysicsWorld.Gravity = new CGVector (0, 0); PhysicsWorld.ContactDelegate = new PhysicsDelegate (DidBeginContact); controlledShip = new ShipSprite (new PointF (100, 300)); AddChild (controlledShip); AddChild (new ShipSprite (new PointF (200, 300))); AddChild (new AsteroidNode (new PointF (100, 200))); AddChild (new PlanetNode (new PointF (300, 100))); }
void CreateSceneContents() { BackgroundColor = UIColor.Black; ScaleMode = SKSceneScaleMode.AspectFit; // Give the scene an edge and configure other physics info on the scene. var body = SKPhysicsBody.CreateEdgeLoop (Frame); body.CategoryBitMask = Category.Edge; body.CollisionBitMask = 0; body.ContactTestBitMask = 0; PhysicsBody = body; PhysicsWorld.Gravity = new CGVector (0, 0); PhysicsWorld.ContactDelegate = this; // In this sample, the positions of everything is hard coded. In an actual game, you might implement this in an archive that is loaded from a file. controlledShip = new ShipSprite (new CGPoint (100, 300)); AddChild (controlledShip); // this ship isn't connected to any controls so it doesn't move, except when it collides with something. AddChild (new ShipSprite (new CGPoint (200, 300))); AddChild (new AsteroidNode (new CGPoint (100, 200))); AddChild (new PlanetNode (new CGPoint (300, 100))); }