Beispiel #1
0
void weapon_update(Entity *ent) {
    cpBody *body = entity_body(ent);
    WeaponEntityData *data = entity_data(ent);

    if (data->owner && !data->player_joint) {
        cvar_setd_player(entity_owner(ent), "weapon_id", entity_id(ent));
        data->player_joint = cpSpaceAddConstraint(game.space, cpPivotJointNew2(
            body,
            entity_body(data->owner),
            cpv(0, -WEAPON_HEIGHT / 2), cpv(1, 0)
        ));
        cpConstraintSetErrorBias(data->player_joint, 0);
    }

    int mult = 0;
    if (keymap_is_held("mouse1")) mult++;
    if (keymap_is_held("mouse2")) mult--;

    if (mult) {
        cpVect force_pos = cpv(0, WEAPON_HEIGHT);
        cpVect weapon_pos = cpBodyGetPosition(body);
        cpVect world_force_pos = cpvadd(weapon_pos, cpvrotate(cpBodyGetRotation(body), force_pos));
        cpVect mouse_delta = cpvsub(keymap_mouse_world(), world_force_pos);
        cpVect force = cpvmult(cpvnormalize(mouse_delta), mult * WEAPON_SWING_FORCE);
        cpBodyApplyForceAtWorldPoint(body, force, world_force_pos);
    }
}
Beispiel #2
0
	void RigidBody2D::AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys)
	{
		switch (coordSys)
		{
			case CoordSys_Global:
				cpBodyApplyForceAtWorldPoint(m_handle, cpv(force.x, force.y), cpv(point.x, point.y));
				break;

			case CoordSys_Local:
				cpBodyApplyForceAtLocalPoint(m_handle, cpv(force.x, force.y), cpv(point.x, point.y));
				break;
		}
}