+ * - 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
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@@ -183,7 +183,7 @@ namespace Axios.Engine
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public override void Draw(GameTime gameTime)
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{
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base.Draw(gameTime);
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if (Level != null)
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{
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@@ -191,8 +191,8 @@ namespace Axios.Engine
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{
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Vector2 oldcameraposition = camera.Position;
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camera.Position *= layer.ScrollSpeed;
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ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, camera.matrix);
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ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View);
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layer.draw(ScreenManager.SpriteBatch);
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ScreenManager.SpriteBatch.End();
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@@ -206,7 +206,7 @@ namespace Axios.Engine
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foreach(AxiosUIObject g in (from x in _uiobjects orderby x.DrawOrder select x))
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((IDrawableAxiosGameObject)g).Draw(this, gameTime);
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//System.Diagnostics.Debugger.Break();
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base.Draw(gameTime); //This is placed at the end so that Farseer debug information is visible
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}
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@@ -30,8 +30,8 @@ namespace Axios.Engine.Gleed2D
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{
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base.load(cm, world, ref cache);
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Vertices v = new Vertices(WorldPoints.Length);
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foreach (Vector2 vec in WorldPoints)
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Vertices v = new Vertices(LocalPoints.Length);
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foreach (Vector2 vec in LocalPoints)
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v.Add(new Vector2(ConvertUnits.ToSimUnits(vec.X), ConvertUnits.ToSimUnits(vec.Y)));
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_body = BodyFactory.CreateLoopShape(world, v);
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@@ -28,8 +28,8 @@ namespace Axios.Engine.Gleed2D
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{
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base.load(cm, world, ref cache);
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_body = BodyFactory.CreateRectangle(world, Width, Height, 1f);
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_body.Position = ConvertUnits.ToSimUnits(Position);
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_body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(Width), ConvertUnits.ToSimUnits(Height), 1f);
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_body.Position = ConvertUnits.ToSimUnits(Position) + new Vector2(ConvertUnits.ToSimUnits(Width)/2, ConvertUnits.ToSimUnits(Height)/2);
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_body.UserData = this;
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}
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}
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