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; }
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))); }
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; }
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)); }
void Box:: setupLogicObject() { addPhysics(); addCollider(); }