Ejemplo n.º 1
0
// A pyramid
void Demo5(Body* b, Joint* j)
{
	b->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b->friction = 0.2f;
	b->position.Set(0.0f, -0.5f * b->width.y);
	b->rotation = 0.0f;
	world.Add(b);
	++b; ++numBodies;

	Vec2 x(-6.0f, 0.75f);
	Vec2 y;

	for (int i = 0; i < 4; ++i)
	{
		y = x;

		for (int j = i; j < 4; ++j)
		{
			b->Set(Vec2(1.0f, 1.0f), 10.0f);
			b->friction = 0.2f;
			b->position = y;
			world.Add(b);
			++b; ++numBodies;

			y += Vec2(1.125f, 0.0f);
		}

		//x += Vec2(0.5625f, 1.125f);
		x += Vec2(0.5625f, 2.0f);
	}
}
Ejemplo n.º 2
0
// A vertical stack
void Demo4(Body* b, Joint* j)
{
//iLog("Start demo4");
	b->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b->friction = 0.2f;
	b->position.Set(0.0f, -0.5f * b->width.y);
	b->rotation = 0.0f;
	world.Add(b);
//iLog("world.Add(b)");
	++b; ++numBodies;

	for (int i = 0; i < 10; ++i)
	{
//iLog("i=%d",i);
		b->Set(Vec2(1.0f, 1.0f), 1.0f);
//iLog("b->Set");
		b->friction = 0.2f;
//iLog("b->friction");
		float x = Random(-0.1f, 0.1f);
//iLog("b->Random,x=%f",x);
		b->position.Set(x, 0.51f + 1.05f * i);
//iLog("b->position.Set");
		world.Add(b);
//iLog("world.Add(b)");
		++b; ++numBodies;
	}
//iLog("End demo4");
}
Ejemplo n.º 3
0
// A suspension bridge
void Demo7(Body* b, Joint* j)
{
	b->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b->friction = 0.2f;
	b->position.Set(0.0f, -0.5f * b->width.y);
	b->rotation = 0.0f;
	world.Add(b);
	++b; ++numBodies;

	const int numPlanks = 15;
	float mass = 50.0f;

	for (int i = 0; i < numPlanks; ++i)
	{
		b->Set(Vec2(1.0f, 0.25f), mass);
		b->friction = 0.2f;
		b->position.Set(-8.5f + 1.25f * i, 5.0f);
		world.Add(b);
		++b; ++numBodies;
	}

	// Tuning
	float frequencyHz = 2.0f;
	float dampingRatio = 0.7f;

	// frequency in radians
	float omega = 2.0f * k_pi * frequencyHz;

	// damping coefficient
	float d = 2.0f * mass * dampingRatio * omega;

	// spring stifness
	float k = mass * omega * omega;

	// magic formulas
	float softness = 1.0f / (d + timeStep * k);
	float biasFactor = timeStep * k / (d + timeStep * k);

	for (int i = 0; i < numPlanks; ++i)
	{
		j->Set(bodies+i, bodies+i+1, Vec2(-9.125f + 1.25f * i, 5.0f));
		j->softness = softness;
		j->biasFactor = biasFactor;

		world.Add(j);
		++j; ++numJoints;
	}

	j->Set(bodies + numPlanks, bodies, Vec2(-9.125f + 1.25f * numPlanks, 5.0f));
	j->softness = softness;
	j->biasFactor = biasFactor;
	world.Add(j);
	++j; ++numJoints;
}
Ejemplo n.º 4
0
// Single box
void Demo1(Body* b, Joint* j)
{
	b->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b->position.Set(0.0f, -0.5f * b->width.y);
	world.Add(b);
	++b; ++numBodies;

	b->Set(Vec2(1.0f, 1.0f), 200.0f);
	b->position.Set(0.0f, 4.0f);
	world.Add(b);
	++b; ++numBodies;
}
// Carga los recursos adecuados e inicializa las variables del objeto
void Objeto_Fisico::Inicializa(string Ruta_Fichero, float Peso, int Ancho, int Alto)
{
	PALETTE palette;	// Variable auxiliar
	
	// Cargamos en memoria el gráfico indicado
	Grafico_Objeto=load_bitmap((char *)Ruta_Fichero.c_str(), palette);

	// <revisar> Controlar mejor error en la carga del fichero </revisar>

	if(!Grafico_Objeto)
		Aborta_Con_Error("ERROR:\nError de ejecucion en la funcion Inicializa() de Objeto_Fisico.cpp.\n - Error al cargar el grafico " + Ruta_Fichero);

	// Si no se ha indicado nada, la caja de colisiones tomará el mismo tamaño que el gráfico
	if(Ancho==0)
		Ancho=Grafico_Objeto->w;
	if(Alto==0)
		Alto=Grafico_Objeto->h;

	// Creamos la caja de colisiones asociada
	Puntero_Box = new Body();
	Puntero_Box->Set(Vec2(Ancho, Alto), Peso); // Tamaño
	Puntero_Box->position.Set(320, 240); // Posición
    Puntero_Box->friction = 0.5; // Fricción del objeto
	world.Add(Puntero_Box); // La añadimos al "mundo"
	bodies.push_back(Puntero_Box); // Y la añadimos al vector que almacena todos los cuerpos
}
Ejemplo n.º 6
0
void OnConnect(Client *c) {
	World world = World(500, 500);

	Robot* r1 = makeRobot(40, 40, Point(100.0f, 200.0f), &world);
	Robot* r2 = makeRobot(40, 40, Point(200.0f, 200.0f), &world);

	world.Add(r1);
	world.Add(r2);

	c->sendSelfInfo();
	c->sendEnemyInfo(20);
	c->sendGameInfo(&world);
	c->notifyStart();
	int sleepPeriod = 20;

	r1->Execute("MOV", "120.0");
	r1->Execute("FR", "");
	r1->Execute("ROT", "-0.75");
	//r2->Execute("FR", "");
	
	for(int i = 0; i < 26; i++)
		doLoobBody(world, c, sleepPeriod);
	//r1->Execute("FR", "");
	//r2->Execute("FR", "");
	while(true)
		doLoobBody(world, c, sleepPeriod);
}
Ejemplo n.º 7
0
// Función auxiliar que crea una unión entre el paracaídas y la nave
void Objeto_Nave::Crea_Cuerda(int Despl_Horizontal)
{
	Body *b1=Puntero_Box;
	Body *b2=Puntero_Paracaidas1->Puntero_Box;

	int SemiDistancia=-1*(b1->position.y-b2->position.y)/2;

    Joint *j = new Joint();
	j->Set(b1, b2, b1->position + Vec2(Despl_Horizontal, SemiDistancia));
	world.Add(j);
	joints.push_back(j);
    
	j = new Joint();
	j->Set(b1, b2, b1->position + Vec2(Despl_Horizontal, SemiDistancia));
	world.Add(j);
	joints.push_back(j);

}
Ejemplo n.º 8
0
// A teeter
void Demo6(Body* b, Joint* j)
{
	Body* b1 = b + 0;
	b1->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b1->position.Set(0.0f, -0.5f * b1->width.y);
	world.Add(b1);

	Body* b2 = b + 1;
	b2->Set(Vec2(12.0f, 0.25f), 100.0f);
	b2->position.Set(0.0f, 1.0f);
	world.Add(b2);

	Body* b3 = b + 2;
	b3->Set(Vec2(0.5f, 0.5f), 25.0f);
	b3->position.Set(-5.0f, 2.0f);
	world.Add(b3);

	Body* b4 = b + 3;
	b4->Set(Vec2(0.5f, 0.5f), 25.0f);
	b4->position.Set(-5.5f, 2.0f);
	world.Add(b4);

	Body* b5 = b + 4;
	b5->Set(Vec2(1.0f, 1.0f), 100.0f);
	b5->position.Set(5.5f, 15.0f);
	world.Add(b5);

	numBodies += 5;

	j->Set(b1, b2, Vec2(0.0f, 1.0f));
	world.Add(j);

	numJoints += 1;
}
Ejemplo n.º 9
0
// A simple pendulum
void Demo2(Body* b, Joint* j)
{
	Body* b1 = b + 0;
	b1->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b1->friction = 0.2f;
	b1->position.Set(0.0f, -0.5f * b1->width.y);
	b1->rotation = 0.0f;
	world.Add(b1);

	Body* b2 = b + 1;
	b2->Set(Vec2(1.0f, 1.0f), 100.0f);
	b2->friction = 0.2f;
	b2->position.Set(9.0f, 11.0f);
	b2->rotation = 0.0f;
	world.Add(b2);

	numBodies += 2;

	j->Set(b1, b2, Vec2(0.0f, 11.0f));
	world.Add(j);

	numJoints += 1;
}
Ejemplo n.º 10
0
void LaunchBomb(void)
{
	if (!bomb)
	{
		bomb = bodies + numBodies;
		bomb->Set(Vec2(1.0f, 1.0f), 50.0f);
		bomb->friction = 0.2f;
		world.Add(bomb);
		++numBodies;
	}

	bomb->position.Set(Random(-15.0f, 15.0f), 15.0f);
	bomb->rotation = Random(-1.5f, 1.5f);
	bomb->velocity = -1.5f * bomb->position;
	bomb->angularVelocity = Random(-20.0f, 20.0f);
}
Ejemplo n.º 11
0
// Varying friction coefficients
void Demo3(Body* b, Joint* j)
{
//iLog("Start demo3");
	b->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b->position.Set(0.0f, -0.5f * b->width.y);
	world.Add(b);
	++b; ++numBodies;

	b->Set(Vec2(13.0f, 0.25f), FLT_MAX);
	b->position.Set(-2.0f, 11.0f);
	b->rotation = -0.25f;
	world.Add(b);
	++b; ++numBodies;

	b->Set(Vec2(0.25f, 1.0f), FLT_MAX);
	b->position.Set(5.25f, 9.5f);
	world.Add(b);
	++b; ++numBodies;

	b->Set(Vec2(13.0f, 0.25f), FLT_MAX);
	b->position.Set(2.0f, 7.0f);
	b->rotation = 0.25f;
	world.Add(b);
	++b; ++numBodies;

	b->Set(Vec2(0.25f, 1.0f), FLT_MAX);
	b->position.Set(-5.25f, 5.5f);
	world.Add(b);
	++b; ++numBodies;

	b->Set(Vec2(13.0f, 0.25f), FLT_MAX);
	b->position.Set(-2.0f, 3.0f);
	b->rotation = -0.25f;
	world.Add(b);
	++b; ++numBodies;

	float friction[5] = {0.75f, 0.5f, 0.35f, 0.1f, 0.0f};
	for (int i = 0; i < 5; ++i)
	{
		b->Set(Vec2(0.5f, 0.5f), 25.0f);
		b->friction = friction[i];
		b->position.Set(-7.5f + 2.0f * i, 14.0f);
		world.Add(b);
		++b; ++numBodies;
	}
//iLog("End demo3");
}
Ejemplo n.º 12
0
// A multi-pendulum
void Demo9(Body* b, Joint* j)
{

////i51AdeOsLog(0, "InitDemo(1111)");
	b->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b->friction = 0.2f;
////i51AdeOsLog(0, "InitDemo(22222)");
	b->position.Set(0.0f, -0.5f * b->width.y);
////i51AdeOsLog(0, "InitDemo(3333333)");
	b->rotation = 0.0f;
	world.Add(b);
////i51AdeOsLog(0, "InitDemo(4444444)");

	Body * b1 = b;
	++b;
	++numBodies;

	float mass = 10.0f;

	// Tuning
	float frequencyHz = 4.0f;
	float dampingRatio = 0.7f;

	// frequency in radians
	float omega = 2.0f * k_pi * frequencyHz;

	// damping coefficient
	float d = 2.0f * mass * dampingRatio * omega;

	// spring stiffness
	float k = mass * omega * omega;

	// magic formulas
	float softness = 1.0f / (d + timeStep * k);
	float biasFactor = timeStep * k / (d + timeStep * k);

	const float y = 12.0f;

////i51AdeOsLog(0, "InitDemo(555555)");
	for (int i = 0; i < 15; ++i)
	{
		Vec2 x(0.5f + i, y);
////i51AdeOsLog(0, "InitDemo(11 i %d)",i);
		b->Set(Vec2(0.75f, 0.25f), mass);
		b->friction = 0.2f;
		b->position = x;
		b->rotation = 0.0f;
		world.Add(b);
////i51AdeOsLog(0, "InitDemo(22 i %d)",i);
		j->Set(b1, b, Vec2((float)i, y));
////i51AdeOsLog(0, "InitDemo(33 i %d)",i);
		j->softness = softness;
		j->biasFactor = biasFactor;
		world.Add(j);
////i51AdeOsLog(0, "InitDemo(44 i %d)",i);
		b1 = b;
		++b;
		++numBodies;
		++j;
		++numJoints;
	}
////i51AdeOsLog(0, "InitDemo(66666)");
}
Ejemplo n.º 13
0
// Dominos
void Demo8(Body* b, Joint* j)
{
	Body* b1 = b;
	b->Set(Vec2(100.0f, 20.0f), FLT_MAX);
	b->position.Set(0.0f, -0.5f * b->width.y);
	world.Add(b);
	++b; ++numBodies;

	b->Set(Vec2(12.0f, 0.5f), FLT_MAX);
	b->position.Set(-1.5f, 10.0f);
	world.Add(b);
	++b; ++numBodies;

	for (int i = 0; i < 10; ++i)
	{
		b->Set(Vec2(0.2f, 2.0f), 10.0f);
		b->position.Set(-6.0f + 1.0f * i, 11.125f);
		b->friction = 0.1f;
		world.Add(b);
		++b; ++numBodies;
	}

	b->Set(Vec2(14.0f, 0.5f), FLT_MAX);
	b->position.Set(1.0f, 6.0f);
	b->rotation = 0.3f;
	world.Add(b);
	++b; ++numBodies;

	Body* b2 = b;
	b->Set(Vec2(0.5f, 3.0f), FLT_MAX);
	b->position.Set(-7.0f, 4.0f);
	world.Add(b);
	++b; ++numBodies;

	Body* b3 = b;
	b->Set(Vec2(12.0f, 0.25f), 20.0f);
	b->position.Set(-0.9f, 1.0f);
	world.Add(b);
	++b; ++numBodies;

	j->Set(b1, b3, Vec2(-2.0f, 1.0f));
	world.Add(j);
	++j; ++numJoints;

	Body* b4 = b;
	b->Set(Vec2(0.5f, 0.5f), 10.0f);
	b->position.Set(-10.0f, 15.0f);
	world.Add(b);
	++b; ++numBodies;

	j->Set(b2, b4, Vec2(-7.0f, 15.0f));
	world.Add(j);
	++j; ++numJoints;

	Body* b5 = b;
	b->Set(Vec2(2.0f, 2.0f), 20.0f);
	b->position.Set(6.0f, 2.5f);
	b->friction = 0.1f;
	world.Add(b);
	++b; ++numBodies;

	j->Set(b1, b5, Vec2(6.0f, 2.6f));
	world.Add(j);
	++j; ++numJoints;

	Body* b6 = b;
	b->Set(Vec2(2.0f, 0.2f), 10.0f);
	b->position.Set(6.0f, 3.6f);
	world.Add(b);
	++b; ++numBodies;

	j->Set(b5, b6, Vec2(7.0f, 3.5f));
	world.Add(j);
	++j; ++numJoints;
}