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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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