axiosengine 

axiosengine Commit Details


Date:2012-05-13 22:20:50 (12 years 5 months ago)
Author:Natalie Adams
Branch:master
Commit:33d46b0cd7ae7f7e4524445706deeaf315dc19d6
Parents: f57659e2e10eefa89c5c02ae05b460ce9fd46387
Message:+ * - Fixing path placement in Farseer * Fixing rectangle placement in Farseer + * - Moving base.draw to last in AxiosGameScreen to make sure Farseer debug information is visible

Changes:

File differences

axios/Axios_settings.cs
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* - Adding support to load a Gleed2D level from a stream
* - Adjusting units for Gleed2D position for Farseer bodies
* - Modfying draw method in AxiosGameScreen to draw Gleed2D textures
* - Fixing path placement in Farseer
* - Moving base.draw to last in AxiosGameScreen to make sure Farseer debug information is visible
*
*/
axios/Engine/AxiosGameScreen.cs
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public override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
if (Level != null)
{
{
Vector2 oldcameraposition = camera.Position;
camera.Position *= layer.ScrollSpeed;
ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, camera.matrix);
ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View);
layer.draw(ScreenManager.SpriteBatch);
ScreenManager.SpriteBatch.End();
foreach(AxiosUIObject g in (from x in _uiobjects orderby x.DrawOrder select x))
((IDrawableAxiosGameObject)g).Draw(this, gameTime);
//System.Diagnostics.Debugger.Break();
base.Draw(gameTime); //This is placed at the end so that Farseer debug information is visible
}
axios/Engine/Gleed2D/PathItem.cs
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{
base.load(cm, world, ref cache);
Vertices v = new Vertices(WorldPoints.Length);
foreach (Vector2 vec in WorldPoints)
Vertices v = new Vertices(LocalPoints.Length);
foreach (Vector2 vec in LocalPoints)
v.Add(new Vector2(ConvertUnits.ToSimUnits(vec.X), ConvertUnits.ToSimUnits(vec.Y)));
_body = BodyFactory.CreateLoopShape(world, v);
axios/Engine/Gleed2D/RectangleItem.cs
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{
base.load(cm, world, ref cache);
_body = BodyFactory.CreateRectangle(world, Width, Height, 1f);
_body.Position = ConvertUnits.ToSimUnits(Position);
_body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(Width), ConvertUnits.ToSimUnits(Height), 1f);
_body.Position = ConvertUnits.ToSimUnits(Position) + new Vector2(ConvertUnits.ToSimUnits(Width)/2, ConvertUnits.ToSimUnits(Height)/2);
_body.UserData = this;
}
}

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