<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>Physics Helper XAML</title><link>http://physicshelperxaml.codeplex.com/project/feeds/rss</link><description>Physics Helper XAML allows you to easily add physics to XAML elements using the Farseer Physics Engine. The initial release targets Windows 8 Metro and WinRT using C&amp;#35; or VB.NET.</description><item><title>New Post: Deleting balck line</title><link>http://physicshelperxaml.codeplex.com/discussions/443619</link><description>&lt;div style="line-height: normal;"&gt;I need to delete black line which appears when you interract with physic object.&lt;br /&gt;
&lt;img src="http://s8.postimg.org/hv1wumoad/rectangle.jpg" alt="Image" /&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>Intern90</author><pubDate>Tue, 14 May 2013 16:26:19 GMT</pubDate><guid isPermaLink="false">New Post: Deleting balck line 20130514042619P</guid></item><item><title>New Post: Different collisions</title><link>https://physicshelperxaml.codeplex.com/discussions/443500</link><description>&lt;div style="line-height: normal;"&gt;You can use CollisionCategories and CollidesWith for this. Set different CollisionCategories for each red and brown combination and then set CollidesWith.&lt;br /&gt;
&lt;br /&gt;
Something like this:&lt;br /&gt;
&lt;br /&gt;
PhysicsSprite spr = GameCanvas.PhysicsObjects[&amp;quot;box&amp;quot;];&lt;br /&gt;
spr.BodyObject.CollisionCategories = FarseerPhysics.Dynamics.Category.Cat1;&lt;br /&gt;
spr.BodyObject.CollidesWith = FarseerPhysics.Dynamics.Category.Cat1 | FarseerPhysics.Dynamics.Category.Cat2;&lt;br /&gt;
&lt;/div&gt;</description><author>AndyBeaulieu</author><pubDate>Mon, 13 May 2013 17:10:39 GMT</pubDate><guid isPermaLink="false">New Post: Different collisions 20130513051039P</guid></item><item><title>New Post: Different collisions</title><link>http://physicshelperxaml.codeplex.com/discussions/443500</link><description>&lt;div style="line-height: normal;"&gt;I have 2 rectangles(red and brown) and 2 walls(red and brown).&lt;br /&gt;
I want to brown rectangle to go through red wall, and collide with brown wall.&lt;br /&gt;
And red ractangle collide to red wall. See the attached .jped too see my issue.&lt;br /&gt;
&lt;br /&gt;
Can anyone help me to resolve my problem &lt;img src="http://s23.postimg.org/ma7ysh50r/Bez_tytu_u.jpg" alt="Image" /&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>Intern90</author><pubDate>Mon, 13 May 2013 16:33:25 GMT</pubDate><guid isPermaLink="false">New Post: Different collisions 20130513043325P</guid></item><item><title>Created Issue: Different collisions [34052]</title><link>http://physicshelperxaml.codeplex.com/workitem/34052</link><description>I have 2 rectangles&amp;#40;red and brown&amp;#41; and 2 walls&amp;#40;red and brown&amp;#41;.&lt;br /&gt;I want to brown rectangle to go through red wall, and collide with brown wall.&lt;br /&gt;And red ractangle collide to red wall. See the attached .jped too see my issue.&lt;br /&gt;&lt;br /&gt;Can anyone help me to resolve my problem&amp;#63;&lt;br /&gt;</description><author>Intern90</author><pubDate>Mon, 13 May 2013 12:17:09 GMT</pubDate><guid isPermaLink="false">Created Issue: Different collisions [34052] 20130513121709P</guid></item><item><title>New Post: MSTerrain missing</title><link>http://physicshelperxaml.codeplex.com/discussions/442525</link><description>&lt;div style="line-height: normal;"&gt;Does the MSTerrain class work in Win 8?  I noticed it missing in this project.  If it doesn't work, is there an alternative?&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;/div&gt;</description><author>brenchld</author><pubDate>Sat, 04 May 2013 02:42:50 GMT</pubDate><guid isPermaLink="false">New Post: MSTerrain missing 20130504024250A</guid></item><item><title>New Comment on "Documentation"</title><link>https://physicshelperxaml.codeplex.com/documentation?&amp;ANCHOR#C27220</link><description>I want use this with my monogame aplication.&amp;#10;I would be grateful  If you could publish a monogame-compatible version.</description><author>dingxiaohu2009</author><pubDate>Wed, 17 Apr 2013 14:14:09 GMT</pubDate><guid isPermaLink="false">New Comment on "Documentation" 20130417021409P</guid></item><item><title>New Post: How to remove PhysicsJoint from simulation</title><link>http://physicshelperxaml.codeplex.com/discussions/437320</link><description>&lt;div style="line-height: normal;"&gt;Hi,&lt;br /&gt;
&lt;br /&gt;
I try to remove a PhysicsJoint during the simulation. &lt;br /&gt;
I found cnvGame.Simulator.RemoveJoint but its for joint only.&lt;br /&gt;
&lt;br /&gt;
Thank for your help ! &lt;br /&gt;
&lt;/div&gt;</description><author>Jarlaxx</author><pubDate>Wed, 20 Mar 2013 13:02:17 GMT</pubDate><guid isPermaLink="false">New Post: How to remove PhysicsJoint from simulation 20130320010217P</guid></item><item><title>New Post: How to access uiElement functions from game canvas</title><link>http://physicshelperxaml.codeplex.com/discussions/437247</link><description>&lt;div style="line-height: normal;"&gt;Hi :)&lt;br /&gt;
&lt;br /&gt;
I would like to run a function inside one of my user controls that is inside the main PhysicsCanvas.&lt;br /&gt;
I found this code in the physics helper manual but can't find the &amp;quot;uiElement&amp;quot; property in my code.&lt;br /&gt;
Any tips would be ideas appreciated! :D&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;Ellipse ball = _physicsController.PhysicsObjects[&amp;quot;ball&amp;quot;].uiElement as Ellipse;
ball.Fill = new SolidColorBrush(Colors.Red);&lt;/code&gt;&lt;/pre&gt;

This is what I got:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;void spr_Tapped(object sender, TappedRoutedEventArgs e)
        {
            PhysicsSprite spr = sender as PhysicsSprite;

            //would like to run a function that is in the PhysicsSprite here

            cnvGame.DeletePhysicsObject((sender as PhysicsSprite).Name);
            cnvStars.Children.Add(b);
        }&lt;/code&gt;&lt;/pre&gt;

EDIT:&lt;br /&gt;
Just found &amp;quot;UserControlParent&amp;quot; but it seems to return null for me, hm.....&lt;br /&gt;
&lt;/div&gt;</description><author>ILOABN</author><pubDate>Tue, 19 Mar 2013 21:25:12 GMT</pubDate><guid isPermaLink="false">New Post: How to access uiElement functions from game canvas 20130319092512P</guid></item><item><title>New Post: programmaticly add Physicsprite on view_loaded</title><link>http://physicshelperxaml.codeplex.com/discussions/432804</link><description>&lt;div style="line-height: normal;"&gt;for the people who read this.&lt;br /&gt;
&lt;br /&gt;
In the end i just used the same structure as Andy did in the Demo.Advanced for adding controls&lt;br /&gt;
&lt;/div&gt;</description><author>Frankie1984</author><pubDate>Thu, 07 Mar 2013 16:08:30 GMT</pubDate><guid isPermaLink="false">New Post: programmaticly add Physicsprite on view_loaded 20130307040830P</guid></item><item><title>New Post: How to create an elipsse shaped PhysicsCanvas?</title><link>http://physicshelperxaml.codeplex.com/discussions/431876</link><description>&lt;div style="line-height: normal;"&gt;I solved it btw bij drawing an ellipse in code. I created a usercontrol named bound that gets set on the screen&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;            for (double step = 0; step &amp;lt;= (2 * Math.PI); step += 0.015)
            {
                pointX = offsetX + (width / 4) * Math.Cos(step);
                pointY = offsetY + (height / 4) * Math.Sin(step);
               

                //ADD OBJECT here, dont forget to add an object manually to close the gap between the last en first object
             }&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>Frankie1984</author><pubDate>Thu, 07 Mar 2013 16:07:17 GMT</pubDate><guid isPermaLink="false">New Post: How to create an elipsse shaped PhysicsCanvas? 20130307040717P</guid></item><item><title>New Post: Storyboard animations not working in demo.advanced</title><link>http://physicshelperxaml.codeplex.com/discussions/435738</link><description>&lt;div style="line-height: normal;"&gt;Hi Andy,&lt;br /&gt;
&lt;br /&gt;
Thanks for the quick reply, youre suggestion solved the problem, I added another enum to the PhysicsSprite a la ShapeTypes ;)&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;        public enum CachingModes
        {
            None,
            BitmapCache
        }

        private CachingModes _cachingMode;
        public string CachingMode
        {
            get
            {
                return _cachingMode.ToString();
            }
            set
            {
                _cachingMode = (CachingModes)Enum.Parse(typeof(CachingModes), value, true);
                if (_cachingMode.Equals(CachingModes.BitmapCache)) { this.CacheMode = new BitmapCache(); }
                else { this.CacheMode = null; };
            }
        }&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>Frankie1984</author><pubDate>Thu, 07 Mar 2013 14:24:33 GMT</pubDate><guid isPermaLink="false">New Post: Storyboard animations not working in demo.advanced 20130307022433P</guid></item><item><title>New Post: Storyboard animations not working in demo.advanced</title><link>http://physicshelperxaml.codeplex.com/discussions/435738</link><description>&lt;div style="line-height: normal;"&gt;Hello,&lt;br /&gt;
&lt;br /&gt;
Yes there is an issue if you are targeting Windows 8 and using Storboard animations. You need to disable Cachemode=&amp;quot;BitmapCache&amp;quot; on any sprites that use animations (otherwise the runtime will just ignore animations because the visual element is cached).&lt;br /&gt;
&lt;br /&gt;
The CacheMode is set in PhysicsSprite.cs:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;        this.CacheMode = new BitmapCache();
&lt;/code&gt;&lt;/pre&gt;

So you can either comment that line out for Windows 8, &lt;em&gt;or&lt;/em&gt; you could probably just set the CacheMode to null on the Sprite that has animation.&lt;br /&gt;
&lt;br /&gt;
Hope this helps.&lt;br /&gt;
&lt;/div&gt;</description><author>AndyBeaulieu</author><pubDate>Thu, 07 Mar 2013 13:18:43 GMT</pubDate><guid isPermaLink="false">New Post: Storyboard animations not working in demo.advanced 20130307011843P</guid></item><item><title>New Post: Storyboard animations not working in demo.advanced</title><link>http://physicshelperxaml.codeplex.com/discussions/435738</link><description>&lt;div style="line-height: normal;"&gt;Hi Andy,&lt;br /&gt;
&lt;br /&gt;
Ik was trying to get an animation to work but it never did anything. The storyboard runs but nothing happens so i looked ad demo.advanced for help but then i noticed the eyes of the smiley wont move either.&lt;br /&gt;
&lt;br /&gt;
Do you have a suggestion, i also tried changing the target property using a fully qualified name but nothing happend.&lt;br /&gt;
&lt;/div&gt;</description><author>Frankie1984</author><pubDate>Thu, 07 Mar 2013 13:02:21 GMT</pubDate><guid isPermaLink="false">New Post: Storyboard animations not working in demo.advanced 20130307010221P</guid></item><item><title>New Post: getting sprite coordinates</title><link>http://physicshelperxaml.codeplex.com/discussions/435424</link><description>&lt;div style="line-height: normal;"&gt;I have an error placing sprites manually on the canvas, when i disables placing the sprites from code and only let the engine handle the xaml defined sprites.. it all went back to what it should be.&lt;br /&gt;
&lt;br /&gt;
sorry for wasting youre time&lt;br /&gt;
&lt;/div&gt;</description><author>Frankie1984</author><pubDate>Tue, 05 Mar 2013 13:13:18 GMT</pubDate><guid isPermaLink="false">New Post: getting sprite coordinates 20130305011318P</guid></item><item><title>New Post: getting sprite coordinates</title><link>http://physicshelperxaml.codeplex.com/discussions/435424</link><description>&lt;div style="line-height: normal;"&gt;That seems odd, you should be seeing the coordinates in world x, y - I'm not sure what's up there.&lt;br /&gt;
&lt;br /&gt;
But I think you want the coordinates in screen x,y anyway... which you could get with:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt; ballSprite.Position
&lt;/code&gt;&lt;/pre&gt;

Does that give you valid coordinates?&lt;br /&gt;
&lt;/div&gt;</description><author>AndyBeaulieu</author><pubDate>Tue, 05 Mar 2013 13:06:30 GMT</pubDate><guid isPermaLink="false">New Post: getting sprite coordinates 20130305010630P</guid></item><item><title>New Post: getting sprite coordinates</title><link>http://physicshelperxaml.codeplex.com/discussions/435424</link><description>&lt;div style="line-height: normal;"&gt;Hi,&lt;br /&gt;
&lt;br /&gt;
Im trying to adjust the gravity based on the position of a little ball in the world so it will always roll back to the center.&lt;br /&gt;
But position of the sprite  is always NaN.&lt;br /&gt;
&lt;br /&gt;
I've tried this in Game_Timerloop:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;            Point pos = new Point(ballSprite.BodyObject.Position.X, ballSprite.BodyObject.Position.Y);
&lt;/code&gt;&lt;/pre&gt;

i get a reference to the object on game_loading like this:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;ballSprite = this.GameContainer.PhysicsObjects[&amp;quot;ballSprite&amp;quot;];&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>Frankie1984</author><pubDate>Tue, 05 Mar 2013 12:50:59 GMT</pubDate><guid isPermaLink="false">New Post: getting sprite coordinates 20130305125059P</guid></item><item><title>New Post: Resize Physics Canvas to Fill Screen</title><link>http://physicshelperxaml.codeplex.com/discussions/433477</link><description>&lt;div style="line-height: normal;"&gt;I have been working with the physics helper in a C#/XAML app for a dice roller in a windows store app I'm working on.  It's a great library and has been super easy to learn (Thanks Andy).  I've encountered one issue this past weekend that I'm not too sure how to get past, and was hoping for some community support. &lt;br /&gt;
&lt;br /&gt;
The game I'm working on has no fixed screen size or aspect ratio, and I'm having difficulty getting the the physics canvas to fill it's parent container.  I know that the PhysicsCanvas class has a ScaleToObject method that allows you to hook into a parent container's resize event, but it seems that this is more of a &amp;quot;fit to&amp;quot; resize versus a &amp;quot;fill&amp;quot; resize.&lt;br /&gt;
&lt;br /&gt;
In my game, it could be expected that the screen size might change during game play (.e.g. Drag from 19&amp;quot; monitor to 24&amp;quot; monitor), and I have to resize and reposition the PhysicSprites that act as walls on the PhysicsCanvas.&lt;br /&gt;
&lt;br /&gt;
It seems that the main issue is that the constructor of the BoundaryHelperBox2d is called during construction of the PhysicsCanvas, and since at this time, Width is NaN and ActualWidth is 0, it defaults to 1366x768, and I just can't find a way to easily resize it after the fact.&lt;br /&gt;
&lt;br /&gt;
Any rate, that is my issue, I would greatly appreciate any help.&lt;br /&gt;
&lt;/div&gt;</description><author>BernicusMaximus</author><pubDate>Mon, 18 Feb 2013 03:23:51 GMT</pubDate><guid isPermaLink="false">New Post: Resize Physics Canvas to Fill Screen 20130218032351A</guid></item><item><title>New Post: Stacking object</title><link>http://physicshelperxaml.codeplex.com/discussions/433282</link><description>&lt;div style="line-height: normal;"&gt;Thank you!&lt;br /&gt;
I've been doing some experimenting with the friction, and damping settings and it really helps :)&lt;br /&gt;
Thank you very much!&lt;br /&gt;
&lt;br /&gt;
I'm using a special polygon actually, so not the nicest shape for physics :S &lt;br /&gt;
&lt;br /&gt;
But 'sortof' works now, I'll be experimenting some more but I'ts way better then it's ever been during my 4 hours experimenting yesterday!&lt;br /&gt;
&lt;/div&gt;</description><author>ILOABN</author><pubDate>Fri, 15 Feb 2013 16:46:56 GMT</pubDate><guid isPermaLink="false">New Post: Stacking object 20130215044656P</guid></item><item><title>New Post: Stacking object</title><link>http://physicshelperxaml.codeplex.com/discussions/433282</link><description>&lt;div style="line-height: normal;"&gt;A few things to check and some ideas -&lt;br /&gt;
&lt;br /&gt;
Are the objects blocks? (ShapeType=Rectangle)? &lt;br /&gt;
&lt;br /&gt;
Did you try upping the Friction so that they don't &amp;quot;slip&amp;quot; ?&lt;br /&gt;
&lt;br /&gt;
You could also try tweaking their AngularDamping and LinearDamping so they are less apt to move around.&lt;br /&gt;
&lt;br /&gt;
Do you have a moving joint somewhere near your stack that is keeping the bodies from resting? Turn DebugMode=&amp;quot;True&amp;quot; on your PhysicsCanvas and run your game. The blocks will ideally turn Red (not stay Green) which means they are resting.&lt;br /&gt;
&lt;br /&gt;
For a sanity check, run the &amp;quot;Demo.Advanced&amp;quot; demo in the download and hit &amp;quot;Add Block&amp;quot; a whole bunch of times. This should give you an idea of how stacking blocks &amp;quot;should&amp;quot; normally behave.&lt;br /&gt;
&lt;/div&gt;</description><author>AndyBeaulieu</author><pubDate>Fri, 15 Feb 2013 16:01:41 GMT</pubDate><guid isPermaLink="false">New Post: Stacking object 20130215040141P</guid></item><item><title>New Post: Stacking object</title><link>http://physicshelperxaml.codeplex.com/discussions/433282</link><description>&lt;div style="line-height: normal;"&gt;Hi!&lt;br /&gt;
I've started using the excellent library but have now stumbled upon a problem I can't seem to solve by myself.&lt;br /&gt;
&lt;br /&gt;
I'm trying to stack 12 drynamic objects on top of each other. But when I have about 8 or so the &amp;quot;tower&amp;quot; start to wiggle. I've tried changing the mass, RestitutionCoefficient and setting isBullet to different values.&lt;br /&gt;
&lt;br /&gt;
Anyone got any tips to share to fix my problem? :)&lt;br /&gt;
I've thought about maybe creating joints when the objects are placed upon each other and then remove them when moving the object. But that sounds... A little bit too complicated for something I think can be easily fixed.&lt;br /&gt;
&lt;br /&gt;
Any help much appriciated :)&lt;br /&gt;
&lt;/div&gt;</description><author>ILOABN</author><pubDate>Fri, 15 Feb 2013 15:32:47 GMT</pubDate><guid isPermaLink="false">New Post: Stacking object 20130215033247P</guid></item></channel></rss>