+ * - 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
This commit is contained in:
Nathan Adams 2012-05-13 22:20:50 -05:00
parent f57659e2e1
commit 33d46b0cd7
4 changed files with 10 additions and 8 deletions

View File

@ -76,6 +76,8 @@
* - 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
*
*/

View File

@ -183,7 +183,7 @@ namespace Axios.Engine
public override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
if (Level != null)
{
@ -192,7 +192,7 @@ namespace Axios.Engine
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();
@ -206,7 +206,7 @@ namespace Axios.Engine
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
}

View File

@ -30,8 +30,8 @@ namespace Axios.Engine.Gleed2D
{
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);

View File

@ -28,8 +28,8 @@ namespace Axios.Engine.Gleed2D
{
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;
}
}