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@gedorinku
Created December 18, 2015 14:08
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using System;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using TestPhysics.Physics;
namespace TestPhysics {
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game {
private GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
private World world;
private DebugViewXNA debugView;
private Camera2D camera;
public Game1() {
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize() {
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent() {
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
world = new World(new Vector2(0.0f, 1.0f));
var floor = BodyFactory.CreateRectangle(world, 15.0f, 1.0f, 1.0f);
floor.Position = new Vector2(0.0f, 3.0f);
for (var i = 0; i < 5; i++) {
var rect = BodyFactory.CreateRectangle(world, 0.5f, 0.5f, 1.0f);
rect.BodyType = BodyType.Dynamic;
rect.Position = new Vector2(0.0f, -5.0f);
rect.Restitution = 1.0f;
}
debugView = new DebugViewXNA(world);
debugView.AppendFlags(DebugViewFlags.Shape);
debugView.AppendFlags(DebugViewFlags.PolygonPoints);
debugView.DefaultShapeColor = Color.White;
debugView.SleepingShapeColor = Color.LightGray;
debugView.LoadContent(GraphicsDevice, Content);
camera = new Camera2D(GraphicsDevice) {Zoom = 0.5f};
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent() {
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime) {
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
world.Step(Math.Min((float)gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f)));
camera.Update(gameTime.TotalGameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime) {
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
debugView.RenderDebugData(ref camera.SimProjection, ref camera.SimView);
base.Draw(gameTime);
}
}
}
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