Beispiel #1
0
void Tamer::onInit()
{
	Game::Object::onInit();

	model.deserialize("model_shiveil.txt");


	addCollider(CircleCollider(Vector2D(), 50.f));

	setInput("up", Control::Input(sf::Keyboard::W));
	setInput("down", Control::Input(sf::Keyboard::S));
	setInput("left", Control::Input(sf::Keyboard::A));
	setInput("right", Control::Input(sf::Keyboard::D));

	setInput("s1", Control::Input(sf::Keyboard::Q, Control::Input::keyboard, Control::Input::stay));
	setInput("s2", Control::Input(sf::Keyboard::E));

	// realms
	// position
	getPos().inverseMass = 0.9f;
	getPos().resetVelocity = 0.8f;

	// rotation
	getRot().inverseMass = 0.5;
	getRot().resetVelocity = 0.75f;
}
Beispiel #2
0
void Obstacle::onInit()
{
	Game::Object::onInit();


	getPos().inverseMass = 0.5;
	getPos().resetVelocity = 0.9;

	addEfect( efModel = new EfectModel("simpleObstacle.txt"));
	addEfect( new EfectCollisionResponse(5.5, 0.001) );

	addCollider(CircleCollider(Vector2D(), 125.f));
	addEfect(new EfectDebugCollider( &efModel->model, sf::Keyboard::Z, Color(200, 200, 200, 100)));

}
Beispiel #3
0
void Demon::onInit()
{
	Game::Object::onInit();

	model.deserialize("modelHero1.txt");

	addCollider(CircleCollider( Vector2D(), 50.f ) );

	// realms
	// position
	getPos().position = Vector2D(200, 200);
	getPos().inverseMass = 0.9f;
	getPos().resetVelocity = 0.8f;

	// rotation
	getRot().inverseMass = 0.5;
	getRot().resetVelocity = 0.75f;
}
Beispiel #4
0
void Character::onInit()
{
	Game::Object::onInit();

	model.deserialize("model_shiveil.txt");
	initAllModels();


	addCollider(CircleCollider(Vector2D(), 50.f));

	idAnimAtU = addResource(Resource<float>());
	getResource_f(idAnimAtU).resetVelocity = 0.75;
	getResource_f(idAnimAtU).inverseMass = 0.5;

	idAnimAtH = addResource(Resource<float>());
	getResource_f(idAnimAtH).resetVelocity = 0.75;
	getResource_f(idAnimAtH).inverseMass = 0.5;

	setInput("up", Control::Input(sf::Keyboard::W));
	setInput("down", Control::Input(sf::Keyboard::S));
	setInput("left", Control::Input(sf::Keyboard::A));
	setInput("right", Control::Input(sf::Keyboard::D));

	setInput("s1", Control::Input(sf::Mouse::Left));
	setInput("s2", Control::Input(sf::Mouse::Right));


	addAnimation("block", Animation("animBlockShield.txt"));
	addAnimation("atackH", Animation("swordAnim.txt"));
	addAnimation("atackU", Animation("swordAnimPush.txt"));

	// realms
	// position
	getPos().inverseMass = 0.9f;
	getPos().resetVelocity = 0.8f;

	// rotation
	getRot().inverseMass = 0.5;
	getRot().resetVelocity = 0.75f;
	gen.addParticle("particleTest.txt", 250, 1);
	//genSword.addParticle("swordParticle.txt", 50, 0.5);
}
void NxNSceneGraph::addWall( float x1, float y1, float x2, float y2 )
{
  CollidableBounds* wall = new CollidableBounds( x1, y1, x2 - x1, y2 - y1 );
  addCollider( wall );
  d_walls.push( wall );
}
Jumpman::Jumpman(App* app, OrientationCamera* camera) : SceneNode(app, GAME_RENDER_NONE)
{
    mAcceleration = glm::vec3(0.0f, 0.0f, 0.0f);
    mVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
    mBounceVelocity = glm::vec3(0.0f);

    mIsGrounded = false;

    mCanMoveForward = true;
    mCanMoveBackward = true;
    mCanMoveLeft = true;
    mCanMoveRight = true;
    mCanJump = true;


    mForwardMovement = 0;
    mRightMovement = 0;
    mJumping = false;
    mLeaping = false;
    mClimbing = false;

    mClimbTarget = glm::vec3(0.0f);
    mTimeAttemptingToClimb = 0.0;
    mAttemptingToClimb = false;
    mAttached = false;

    mAim = mOrientation.getForward();

    mAzimuth = 0.0f;
    mAltitude = 0.0f;

    mHeadHeight = 0.6f;
    mFeetHeight = 0.8f;

    mJumpTimerGround = 0.0;
    mJumpTimerAll = 0.0;

    mDeltaAzi = 0.0;
    mDeltaAlt = 0.0;


    mClimable = false;
    mClimableCoord = glm::vec3(0.0f);

    SceneNodePtr cameraPtr(camera);
    addChild(cameraPtr);

    mFPCamera = camera;
    camera->orientation()->reset();
    camera->fly(mHeadHeight);

    mFeetNumber = 0;
    mFrontNumber = 1;
    mBackNumber = 2;
    mLeftNumber = 3;
    mRightNumber = 4;
    mTopNumber = 5;
    mRayNumber = 6;

    CuboidShape* feet = new CuboidShape(-0.15f, -mFeetHeight, -0.15f, 0.3f, 0.3f, 0.3f);
    CuboidShape* back = new CuboidShape(-0.25f, -mFeetHeight+0.25f, 0.15, 0.5f, mHeadHeight+mFeetHeight, 0.25f);
    CuboidShape* front = new CuboidShape(-0.25f, -mFeetHeight+0.25f, -0.35, 0.5f, mHeadHeight+mFeetHeight, 0.25f);
    CuboidShape* left = new CuboidShape(-0.35f, -mFeetHeight+0.25f, -0.25f, 0.25f, mHeadHeight+mFeetHeight, 0.5f);
    CuboidShape* right = new CuboidShape(0.15f, -mFeetHeight+0.25f, -0.25f, 0.25f, mHeadHeight+mFeetHeight, 0.5f);
    CuboidShape* top = new CuboidShape(-0.15f, mHeadHeight, -0.15f, 0.3f, 0.3f, 0.3f);
    mCrosshairRay = new RayShape(glm::vec3(0.0f, mHeadHeight, 0.0f), glm::vec3(0.0f, 0.0f, -sLungeRange)); //Keep a reference for when we move the camera.

    addCollider(new Collider(feet, mFeetNumber, this, GAME_COLLISION_PLAYER, GAME_COLLISION_BLOCK));
    addCollider(new Collider(front, mFrontNumber, this, GAME_COLLISION_PLAYER, GAME_COLLISION_BLOCK));
    addCollider(new Collider(back, mBackNumber, this, GAME_COLLISION_PLAYER, GAME_COLLISION_BLOCK));
    addCollider(new Collider(left, mLeftNumber, this, GAME_COLLISION_PLAYER, GAME_COLLISION_BLOCK));
    addCollider(new Collider(right, mRightNumber, this, GAME_COLLISION_PLAYER, GAME_COLLISION_BLOCK));
    addCollider(new Collider(top, mTopNumber, this, GAME_COLLISION_PLAYER, GAME_COLLISION_BLOCK));
    addCollider(new Collider(mCrosshairRay, mRayNumber, this, GAME_COLLISION_NONE, GAME_COLLISION_BLOCK));
}
Beispiel #7
0
void Box::
setupLogicObject()
{
    addPhysics();
    addCollider();
}