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- using System.Text;
- using FarseerPhysics.Dynamics;
- using FarseerPhysics.Factories;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using FarseerPhysics.Dynamics.Joints;
- namespace FarseerPhysics.SamplesFramework
- {
- internal class SimpleDemo1 : PhysicsGameScreen, IDemoScreen
- {
- private Border _border;
- private Body _bodyMain;
- private Body _bodyTop;
- private Body _bodyRight;
- private Body _bodyMainHolder;
- private Body _bodyTopHolder;
- private Body _bodyRightHolder;
- private Sprite _bodySprite;
- #region IDemoScreen Members
- public string GetTitle()
- {
- return "Body with a single fixture";
- }
- public string GetDetails()
- {
- StringBuilder sb = new StringBuilder();
- sb.AppendLine("This demo shows a single body with one attached fixture and shape.");
- sb.AppendLine("A fixture binds a shape to a body and adds material");
- sb.AppendLine("properties such as density, friction, and restitution.");
- sb.AppendLine(string.Empty);
- sb.AppendLine("GamePad:");
- sb.AppendLine(" - Rotate object: left and right triggers");
- sb.AppendLine(" - Move object: right thumbstick");
- sb.AppendLine(" - Move cursor: left thumbstick");
- sb.AppendLine(" - Grab object (beneath cursor): A button");
- sb.AppendLine(" - Drag grabbed object: left thumbstick");
- sb.AppendLine(" - Exit to menu: Back button");
- sb.AppendLine(string.Empty);
- sb.AppendLine("Keyboard:");
- sb.AppendLine(" - Rotate Object: left and right arrows");
- sb.AppendLine(" - Move Object: A,S,D,W");
- sb.AppendLine(" - Exit to menu: Escape");
- sb.AppendLine(string.Empty);
- sb.AppendLine("Mouse / Touchscreen");
- sb.AppendLine(" - Grab object (beneath cursor): Left click");
- sb.AppendLine(" - Drag grabbed object: move mouse / finger");
- return sb.ToString();
- }
- #endregion
- public override void LoadContent()
- {
- base.LoadContent();
- World.Gravity = Vector2.Zero;
- _border = new Border(World, this, ScreenManager.GraphicsDevice.Viewport);
- _bodyMain = BodyFactory.CreateRectangle(World, 5f, 5f, 1f);
- _bodyMain.BodyType = BodyType.Dynamic;
- _bodyMainHolder = BodyFactory.CreateRectangle(World, 5f, 5f, 1f);
- _bodyMainHolder.BodyType = BodyType.Dynamic;
- _bodyMainHolder.FixedRotation = true;
- _bodyMainHolder.CollisionCategories = Category.None;
- _bodyMainHolder.IsSensor = true;
- _bodyTop = BodyFactory.CreateRectangle(World, 5f, 5f, 1f);
- _bodyTop.BodyType = BodyType.Dynamic;
- _bodyTop.Position = new Vector2(0,-10);
- _bodyTopHolder = BodyFactory.CreateRectangle(World, 5f, 5f, 1f);
- _bodyTopHolder.BodyType = BodyType.Dynamic;
- _bodyTopHolder.CollisionCategories = Category.None;
- _bodyTopHolder.Position = new Vector2(0, -10);
- _bodyTopHolder.IsSensor = true;
- _bodyRight = BodyFactory.CreateRectangle(World, 5f, 5f, 1f);
- _bodyRight.BodyType = BodyType.Dynamic;
- _bodyRight.Position = new Vector2(10, 0);
- _bodyRightHolder = BodyFactory.CreateRectangle(World, 5f, 5f, 1f);
- _bodyRightHolder.BodyType = BodyType.Dynamic;
- _bodyRightHolder.CollisionCategories = Category.None;
- _bodyRightHolder.Position = new Vector2(10, 0);
- _bodyRightHolder.IsSensor = true;
- //Weld the holders together so they don't move. Note the main one does not have fixed rotation. If you turn it on, this will not work. I'm not sure why.
- JointFactory.CreateWeldJoint(World, _bodyMainHolder, _bodyRightHolder, _bodyRightHolder.Position - _bodyMainHolder.Position,Vector2.Zero);
- JointFactory.CreateWeldJoint(World, _bodyMainHolder, _bodyTopHolder, _bodyTopHolder.Position - _bodyMainHolder.Position, Vector2.Zero);
- //Lock the actual bodies to the holders
- JointFactory.CreateRevoluteJoint(World, _bodyMainHolder, _bodyMain, Vector2.Zero);
- JointFactory.CreateRevoluteJoint(World, _bodyRightHolder, _bodyRight, Vector2.Zero);
- JointFactory.CreateRevoluteJoint(World, _bodyTopHolder, _bodyTop, Vector2.Zero);
- //Make them rotate the same as each other
- JointFactory.CreateAngleJoint(World, _bodyMain, _bodyRight);
- JointFactory.CreateAngleJoint(World, _bodyMain, _bodyTop);
- SetUserAgent(_bodyMain, 100f, 100f);
- // create sprite based on body
- _bodySprite = new Sprite(ScreenManager.Assets.TextureFromShape(_bodyMain.FixtureList[0].Shape,
- MaterialType.Squares,
- Color.Orange, 1f));
- }
- public override void Draw(GameTime gameTime)
- {
- ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View);
- ScreenManager.SpriteBatch.Draw(_bodySprite.Texture, ConvertUnits.ToDisplayUnits(_bodyMainHolder.Position),
- null,
- Color.Green, _bodyMainHolder.Rotation, _bodySprite.Origin, 1f,
- SpriteEffects.None, 0f);
- ScreenManager.SpriteBatch.Draw(_bodySprite.Texture, ConvertUnits.ToDisplayUnits(_bodyRightHolder.Position),
- null,
- Color.Green, _bodyRightHolder.Rotation, _bodySprite.Origin, 1f,
- SpriteEffects.None, 0f);
- ScreenManager.SpriteBatch.Draw(_bodySprite.Texture, ConvertUnits.ToDisplayUnits(_bodyTopHolder.Position),
- null,
- Color.Green, _bodyTopHolder.Rotation, _bodySprite.Origin, 1f,
- SpriteEffects.None, 0f);
- ScreenManager.SpriteBatch.Draw(_bodySprite.Texture, ConvertUnits.ToDisplayUnits(_bodyMain.Position),
- null,
- Color.Yellow, _bodyMain.Rotation, _bodySprite.Origin, 1f,
- SpriteEffects.None, 0f);
- ScreenManager.SpriteBatch.Draw(_bodySprite.Texture, ConvertUnits.ToDisplayUnits(_bodyTop.Position),
- null,
- Color.Red, _bodyTop.Rotation, _bodySprite.Origin, 1f,
- SpriteEffects.None, 0f);
- ScreenManager.SpriteBatch.Draw(_bodySprite.Texture, ConvertUnits.ToDisplayUnits(_bodyRight.Position),
- null,
- Color.Red, _bodyRight.Rotation, _bodySprite.Origin, 1f,
- SpriteEffects.None, 0f);
- ScreenManager.SpriteBatch.End();
- _border.Draw();
- base.Draw(gameTime);
- }
- }
- }
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