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Boulder.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
namespace WindowsGame1
{
class Boulder : InteractiveItem, PhysicalObject
{
public List<Body> Bodies { get; set; }
CircleShape cs;
public void InitializePhysics(World world)
{
Body body = new Body(world);
Vertices verts = new Vertices();
verts.Add(new Vector2((Position.X + 25) / Settings.PHYSICSSCALE, (Position.Y + 7) / Settings.PHYSICSSCALE));
verts.Add(new Vector2((Position.X + 75) / Settings.PHYSICSSCALE, (Position.Y + 7) / Settings.PHYSICSSCALE));
verts.Add(new Vector2((Position.X + 100) / Settings.PHYSICSSCALE, (Position.Y +50) / Settings.PHYSICSSCALE));
verts.Add(new Vector2((Position.X + 75) / Settings.PHYSICSSCALE, (Position.Y +43) / Settings.PHYSICSSCALE));
verts.Add(new Vector2((Position.X + 25) / Settings.PHYSICSSCALE, (Position.Y +43) / Settings.PHYSICSSCALE));
verts.Add(new Vector2((Position.X) / Settings.PHYSICSSCALE, (Position.Y + +50) / Settings.PHYSICSSCALE));
cs = new CircleShape(2.5f,0);
cs.Position = Position;
body.CreateFixture(cs);
body.BodyType = BodyType.Dynamic;
Bodies.Add(body);
}
//Event evnt;
public void Initialize(Texture2D Texture, Vector2 Position, World world)//Lets rock and roll
{
base.Initialize(Texture, Position);
//Bounds = new Rectangle((int)Position.X, (int)Position.Y);
Bodies = new List<Body>();
InitializePhysics(world);
}
public void SetEvent(/*HvilkenEvent X*/)
{
//Setter tilens event
//evnt= new Event(X);
}
public Vector2 GetPosition()
{
return new Vector2(ConvertUnits.ToDisplayUnits(Position.X), ConvertUnits.ToDisplayUnits(Position.Y));
}
public override void Draw(SpriteBatch spriteBatch, Vector2 ScreenOffset)
{
float f1 = (int)(Bodies[0].Position.X * Settings.PHYSICSSCALE) -ScreenOffset.X;
float f2 = (int)(Bodies[0].Position.Y * Settings.PHYSICSSCALE)- ScreenOffset.Y;
Vector2 v2= new Vector2(f1,f2 );
spriteBatch.Draw(Textures[0],v2, Color.White);
}
}
}