Taking out hard coded debug statements
Adding field to allow/disallow automated mouse joints
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@ -18,6 +18,13 @@ namespace Axios.Engine
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public bool ApplyConstantVelocity = false;
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public Vector2 ConstantVelocity;
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private bool _allowmousejoint = false;
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public bool AllowAutomaticMouseJoint
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{
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get { return _allowmousejoint; }
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set { _allowmousejoint = value; }
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}
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public SimpleAxiosGameObject()
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{
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AxiosLog.Instance.AddLine("[Axios Engine] - Creating SimpleAxiosGameObject " + Name, LoggingFlag.DEBUG);
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@ -6,6 +6,7 @@ using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Input;
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using Axios.Engine;
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namespace FarseerPhysics.SamplesFramework
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{
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@ -17,17 +18,20 @@ namespace FarseerPhysics.SamplesFramework
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private float _agentForce;
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private float _agentTorque;
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#if DEBUG
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private FixedMouseJoint _fixedMouseJoint;
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#endif
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private Body _userAgent;
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protected PhysicsGameScreen()
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{
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TransitionOnTime = TimeSpan.FromSeconds(0.75);
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TransitionOffTime = TimeSpan.FromSeconds(0.75);
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HasCursor = true;
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#if DEBUG
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EnableCameraControl = true;
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HasCursor = true;
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#else
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EnableCameraControl = false;
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HasCursor = false;
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#endif
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_userAgent = null;
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World = null;
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Camera = null;
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@ -157,21 +161,7 @@ namespace FarseerPhysics.SamplesFramework
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EnableOrDisableFlag(DebugViewFlags.AABB);
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}
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if (input.IsNewButtonPress(Buttons.Back) || input.IsNewKeyPress(Keys.Escape))
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{
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if (this.ScreenState == SamplesFramework.ScreenState.Active && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
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{ //Give the screens a chance to transition
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CleanUp();
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ExitScreen();
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}
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}
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if (HasCursor)
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{
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HandleCursor(input);
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}
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#endif
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if (_userAgent != null)
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{
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@ -182,14 +172,28 @@ namespace FarseerPhysics.SamplesFramework
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{
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HandleCamera(input, gameTime);
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}
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#endif
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if (HasCursor)
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{
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HandleCursor(input);
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}
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if (input.IsNewButtonPress(Buttons.Back) || input.IsNewKeyPress(Keys.Escape))
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{
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if (this.ScreenState == SamplesFramework.ScreenState.Active && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
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{ //Give the screens a chance to transition
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CleanUp();
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ExitScreen();
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}
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}
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base.HandleInput(input, gameTime);
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}
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public virtual void HandleCursor(InputHelper input)
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{
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#if DEBUG
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Vector2 position = Camera.ConvertScreenToWorld(input.Cursor);
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if ((input.IsNewButtonPress(Buttons.A) ||
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@ -197,7 +201,7 @@ namespace FarseerPhysics.SamplesFramework
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_fixedMouseJoint == null)
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{
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Fixture savedFixture = World.TestPoint(position);
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if (savedFixture != null)
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if (savedFixture != null && savedFixture.UserData is SimpleAxiosGameObject && ((SimpleAxiosGameObject)(savedFixture.UserData)).AllowAutomaticMouseJoint)
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{
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Body body = savedFixture.Body;
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_fixedMouseJoint = new FixedMouseJoint(body, position);
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@ -219,14 +223,14 @@ namespace FarseerPhysics.SamplesFramework
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{
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_fixedMouseJoint.WorldAnchorB = position;
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}
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#endif
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}
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private void HandleCamera(InputHelper input, GameTime gameTime)
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{
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Vector2 camMove = Vector2.Zero;
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#if DEBUG
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if (input.KeyboardState.IsKeyDown(Keys.Up))
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{
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camMove.Y -= 10f * (float)gameTime.ElapsedGameTime.TotalSeconds;
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@ -259,12 +263,12 @@ namespace FarseerPhysics.SamplesFramework
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{
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Camera.ResetCamera();
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}
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#endif
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}
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private void HandleUserAgent(InputHelper input)
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{
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#if DEBUG
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Vector2 force = _agentForce * new Vector2(input.GamePadState.ThumbSticks.Right.X,
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-input.GamePadState.ThumbSticks.Right.Y);
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float torque = _agentTorque * (input.GamePadState.Triggers.Right - input.GamePadState.Triggers.Left);
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@ -304,7 +308,7 @@ namespace FarseerPhysics.SamplesFramework
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_userAgent.ApplyForce(force);
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_userAgent.ApplyTorque(torque);
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#endif
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}
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private void EnableOrDisableFlag(DebugViewFlags flag)
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