Correct way to use Farseer Physics in XNA

Posted by user1640602 on Game Development See other posts from Game Development or by user1640602
Published on 2012-09-08T14:12:30Z Indexed on 2012/09/08 15:50 UTC
Read the original article Hit count: 251

Filed under:
|

I am using Farseer Physics for my 2D sidescroller game and I'm not sure how to proceed with it. I currently have a Sprite class (handles nothing but graphics), a GameObject class (contains specific object info like hit points), a World object which contains the list of Bodies, and a Level object which contains all of these objects.

Originally I was trying to keep track of the Sprites, GameObjects, and Bodies separately because I felt that would provide loose coupling but it quickly became a headache.

So my new idea was to add a Sprite member to the GameObject class but I'm still not sure how to maintain the Bodies because they have to communicate with GameObject.

Specifically, my issue is this: The position of the Body is used to draw the Sprite inside of the Level. In order to do that I would have to maintain a link between GameObjects and Bodies. Is this correct or is there a better way to architect my game?

If any of this is unclear please ask and I'll try to clarify. Thank you in advance for any help.

© Game Development or respective owner

Related posts about XNA

Related posts about physics