Using Velcro Physics with the FlatRedBall Editor

Introduction

This walkthrough shows how to add Velcro to a simple FlatRedBall project. We will create a diagonal stack of blocks which will fall and collide against a static surface. This tutorial uses the FlatRedBall desktop engine, which means it uses proper XNA (as opposed to MonoGame). MonoGame projects must use the MonoGame version of the Farseer .dll.

Creating the Block Entity

We will begin with an empty FlatRedBall project:

Add a new Block entity:

  1. Right-click on Entities

  2. Select Add Entity

  3. Enter the name Block

  4. Click OK

Next, we'll add a Sprite to the Block so we can see it in-game:

  1. Expand the Block entity

  2. Right-click on Objects

  3. Select Add Object

  4. Select Sprite

  5. Click OK

The Sprite needs to be modified so it will show up in game:

  1. Change the Sprite's Color Operation to Color. This allows us to use solid colors to draw the sprite instead of a texture.

  2. Set the Red value to 1

  3. Delete the Texture Scale value

  4. Enter a Width of 32

  5. Enter a Height of 32

Creating the GameScreen

Next we'll create a screen to hold our Block instances and the Farseer logic:

  1. Right-click on Screens

  2. Select Add Screen

  3. Enter the name Game Screen

  4. Click OK

GameScreen needs a Block list so that we can construct the blocks in code and have them be automatically managed. To do this:

  1. Push and hold the right mouse button on the Block entity

  2. Drag the entity onto GameScreen

  3. Release the mouse button

  4. Select Add Entity List

Adding Farseer to the Visual Studio Project

Now that our Glue project has been created, we'll add Farseer to the Visual Studio project:

  1. Open the game project in Visual Studio

  2. Right-click on References in Visual Studio under your game project

  3. Select Add Reference...

  4. Click the Browse category

  5. Click the Browse... button

  6. Navigate to where you saved the Farseer dll file

  7. Select the file and click Add

Preparing the Block Entity for Farseer

We'll add the code to create a Farseer Body instance in the Block.cs file. Open the Block file and modify the class so it appears as shown in the following code:

public partial class Block
{
    Body physicsBody;

    /// <summary>
    /// Initialization logic which is execute only one time for this Entity (unless the Entity is pooled).
    /// This method is called when the Entity is added to managers. Entities which are instantiated but not
    /// added to managers will not have this method called.
    /// </summary>
    private void CustomInitialize()
    {
    }

    public void CreateFarseerPhysics(World world, Vector2 position, float conversionFactor)
    {
        position.X /= conversionFactor;
        position.Y /= conversionFactor;
        var width = SpriteInstance.Width / conversionFactor;
        var height = SpriteInstance.Height / conversionFactor;

        physicsBody = BodyFactory.CreateRectangle(
            world, width, height, 1, position);

        physicsBody.Restitution = .6f;
        physicsBody.SleepingAllowed = true;
        physicsBody.Friction = .5f;
        physicsBody.BodyType = BodyType.Dynamic;
    }
    private void CustomActivity()
    {

    }

    private void CustomDestroy()
    {

    }

    private static void CustomLoadStaticContent(string contentManagerName)
    {

    }

    internal void UpdateToFarseer(float conversionFactor)
    {
        this.X = physicsBody.Position.X * conversionFactor;
        this.Y = physicsBody.Position.Y * conversionFactor;
        this.RotationZ = physicsBody.Rotation;
    }
}

Adding code to GameScreen

Finally we'll add code to our GameScreen . Modify your GameScreen.cs file so it looks like the following code:

public partial class GameScreen
{
    World world;

    Body ground;

    private const float ConversionDivisor = 10; 
    private float ConversionFactor => SpriteManager.Camera.OrthogonalHeight / ConversionDivisor; //Conversion Factor: the screen's height corresponds to 10 meters

    private float ToFarseer(float pixels) => pixels / ConversionFactor;   

    private float FromFarseer(float meters) => meters * ConversionFactor;
    void CustomInitialize()
    {
        CreateFarseerWorld();

        CreateBlocks();

        CreateGround();
    }

    private void CreateFarseerWorld()
    {
        float gravity = -9.82f;
        world = new World(new Vector2(0, gravity));
    }

    private void CreateBlocks()
    {
        int blockCount = 6;
        for (int i = 0; i < blockCount; i++)
        {
            var block = new Entities.Block();

            var position = new Vector2(-80 + i * 15f, i * 40); //this position will be converted to Farseer Units inside block's CreateFarseerPhysics()

            block.CreateFarseerPhysics(world, position, ConversionFactor);

            BlockList.Add(block);
        }
    }

    private void CreateGround()
    {
        var frbRectangle = new AxisAlignedRectangle();
        frbRectangle.Width = 700;
        frbRectangle.Height = 13;
        frbRectangle.Y = -200;
        frbRectangle.Visible = true;

        ground = FarseerPhysics.Factories.BodyFactory.CreateRectangle(
            world,
            ToFarseer(frbRectangle.Width),
            ToFarseer(frbRectangle.Height), 
            1, 
            new Vector2(ToFarseer(0), ToFarseer(frbRectangle.Y)));

        ground.Restitution = .7f;
        ground.SleepingAllowed = true;
        ground.IsStatic = true;
        ground.Friction = .5f;
    }

    void CustomActivity(bool firstTimeCalled)
    {
        world.Step(TimeManager.SecondDifference);

        foreach (var block in BlockList)
        {
            block.UpdateToFarseer(ConversionFactor);
        }
    }

    void CustomDestroy()
    {

    }

    static void CustomLoadStaticContent(string contentManagerName)
    {

    }

}

If we run the game we'll see our blocks falling and colliding:

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