Example #1
0
void PhysComponent::update()
{
	if (m_Obj->hasComponent("Transform")) {
		TransformComponent* tc = (TransformComponent*)m_Obj->getComponent("Transform");
		b2Vec2 pos = m_Body->GetPosition();
		tc->setPosition((double)pos.x, (double)pos.y);
		tc->setRotation( m_Body->GetAngle() * (180.0f / (float)Gosu::pi));
	}
}
Example #2
0
PongField::PongField(Scene& scene) :
	Entity(scene)
{
	Vector2f size(800.f, 600.f);
	Engine& engine = m_Scene.getEngine();

	// Add Component
	TransformComponent* transform = new TransformComponent(*this);
	add<TransformComponent>(transform);

	RectangleColliderComponent* collider = new RectangleColliderComponent(*this, engine);
	add<RectangleColliderComponent>(collider);

	// Init
	collider->setSize(size);
	transform->setPosition(0, 0);
}
Example #3
0
void MovementSystem::processEntity( Entity& e )
{
	TurnFactorComponent* turnFactorComponent = turnFactorComponentMapper.get(e);
	TransformComponent* transformComponent = transformComponentMapper.get(e);

	float dt = world->getDelta();

	if (turnFactorComponent != NULL)
	{
		float previousAngle = turnFactorComponent->getAngleInDegrees();
		turnFactorComponent->setAngleInDegrees(previousAngle + dt * 100.0f);
	}

	Vector2 previousPosition = transformComponent->getPosition();
	Vector2 position = previousPosition.add(Vector2(dt*60.0f, dt*20.0f));
	if (position.getX() > 1024) position.setX(512);
	if (position.getX() < 0) position.setX(512);
	if (position.getY() < 0) position.setY(384);
	if (position.getY() > 768) position.setY(384);
	transformComponent->setPosition(position);

	SpatialComponent* spatialComponent = spatialComponentMapper.get(e);
	if ((spatialComponent->needToRemoveTurnFactor) == true)
	{
		e.removeComponent<TurnFactorComponent>();
		spatialComponent->needToRemoveTurnFactor = false;
		spatialComponent->isTurnFactorRemoved = true;
		spatialComponent->needToSetToAddTurnFactor = true;
	}
	if ((spatialComponent->needToAddTurnFactor) == true)
	{
		e.addComponent(new TurnFactorComponent());
		spatialComponent->needToAddTurnFactor = false;
		spatialComponent->isTurnFactorSetToRemove = false;
	}
}
	// Example 2D physics scene.
	void PhysicsTestScene::onSceneLoad(GameInstance *instance)
	{
		ContextData *context = instance->getContextData();

		{
			Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
			entity->setName("background");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(0.f, 0.f, LAYER_BACKGROUND_0));
			transform->setDirection(math::Vec3(0.0f, 0.0f, 1.f));
			transform->setScale(150.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("grass.png");
			sprite->setDisableCullCheck(true);

			entity->addComponent(transform);
			entity->addComponent(sprite);

			instance->getScene()->addEntity(entity);
		}

		{
			Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
			entity->setName("block");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(0.f, 50.f, LAYER_BACKGROUND_0));
			transform->setDirection(math::Vec3(-0.5f, 0.5f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("biggrass.png");

			physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));

			phys->setMass(5);
			phys->setFriction(1.f);
			phys->setDensity(1.0f);
			phys->setRestitution(0.8f);
			phys->setKinematic(true);
			phys->setGroup(physics::BOX2D_GROUP_LEVEL);

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);

			instance->getScene()->addEntity(entity);
		}


		for (unsigned i = 0; i < 2000; ++i)
		{
			Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
			entity->setName("block");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(150.f + i * 250.f, 50.f, LAYER_BACKGROUND_0));
			transform->setDirection(math::Vec3(-0.5f, 0.5f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("biggrass.png");

			physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));

			phys->setMass(5);
			phys->setFriction(1.f);
			phys->setDensity(1.0f);
			phys->setRestitution(0.8f);
			phys->setKinematic(true);
			phys->setGroup(physics::BOX2D_GROUP_LEVEL);

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);

			instance->getScene()->addEntity(entity);
		}

		unsigned l = 10;
		for (unsigned i = 0; i < 10; ++i)
		{
			Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
			entity->setName("Object");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(0.f, 750.f + 150.f * i, LAYER_OBJECT_1));

			transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("isopropelli.png");

			physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));

			game::PickupComponent *pickup = rtti::dynamicCast<game::PickupComponent>(rtti::RTTI::generateSerializable("PickupComponent", instance->getContextData()));

			phys->setMass(10);
			phys->setKinematic(false);
			phys->setFriction(0.8f);
			phys->setDensity(1.f);
			//phys->setGroup(physics::BOX2D_GROUP_NONSOLID_OBJECT);
			phys->setSizeY(64);
			phys->setSizeX(84);

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);
			entity->addComponent(pickup);

			--l;
			if (l == 0)
			{
				/*
				renderer::LightComponent *light = rtti::generate<renderer::LightComponent>(instance->getContextData());

				light->setColor(math::Vec3(0.0f, 0.0f, 1.f));
				light->setDistance(10.f);

				sprite->setWidthScale(5.f);

				entity->addComponent(light);
				l = 5;
				*/
			}

			instance->getScene()->addEntity(entity);
		}


		{
			Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
			entity->setName("Ground2");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(150.f, -450.f, LAYER_BACKGROUND_2));
			transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("hellknight.png");

			physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));

			phys->setMass(5);
			phys->setFriction(1.f);
			phys->setDensity(1.0f);
			phys->setKinematic(true);
			phys->setGroup(physics::BOX2D_GROUP_LEVEL);

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);

			instance->getScene()->addEntity(entity);
		}


		{
			Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
			entity->setName("Ground3");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(850.f, 0.f, LAYER_BACKGROUND_2));
			transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("hellknight.png");

			physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));

			phys->setFriction(1.f);
			phys->setMass(5);
			phys->setDensity(1.0f);
			phys->setKinematic(true);
			phys->setGroup(physics::BOX2D_GROUP_LEVEL);

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);

			instance->getScene()->addEntity(entity);
		}

		{
			Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
			entity->setName("Ground");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(850.f, 550.f, LAYER_BACKGROUND_2));
			transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("hellknight.png");

			physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));

			phys->setFriction(1.f);
			phys->setMass(5);
			phys->setDensity(1.0f);
			phys->setKinematic(true);
			phys->setGroup(physics::BOX2D_GROUP_LEVEL);

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);

			instance->getScene()->addEntity(entity);
		}


		{
			Entity *entity = rtti::generate<Entity>(instance->getContextData());
			entity->setName("Player");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(150.f, 1750.f, LAYER_OBJECT_1));

			transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("testcube.png");

			physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));

			phys->setMass(5);
			phys->setFriction(0.5f);
			phys->setDensity(1.0f);
			phys->setKinematic(false);
			phys->setBodyShape(physics::SHAPE_CIRCLE);
			phys->setFixedRotation(true);
			phys->setGroup(physics::BOX2D_GROUP_SOLID_OBJECT);

			player::PlayerInputComponent *playerInput = rtti::dynamicCast<player::PlayerInputComponent>(rtti::RTTI::generateSerializable("PlayerInputComponent", instance->getContextData()));

#ifndef NULLRENDERER
			scene::CameraComponent *camera = rtti::dynamicCast<scene::CameraComponent>(rtti::RTTI::generateSerializable("CameraComponent", instance->getContextData()));
#endif

//			renderer::LightComponent *light = rtti::generate<renderer::LightComponent>(instance->getContextData());
//			light->setColor(math::Vec3(1.0f, 1.0f, 1.f));
//			light->setDistance(50);

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);
			entity->addComponent(playerInput);
//			entity->addComponent(light);
#ifndef NULLRENDERER
			entity->addComponent(camera);
#endif

			// Create parent Entity
			scene::Entity *ent = rtti::generate<scene::Entity>(instance->getContextData());
			scene::TransformComponent *ent2_transform = rtti::generate<scene::TransformComponent>(instance->getContextData());
			renderer::SpriteComponent *ent2_sprite = rtti::generate<renderer::SpriteComponent>(instance->getContextData());

			// 0.3f to move it up a bit
			ent2_transform->setPosition(math::Vec3(75.f, 75.f, LAYER_OBJECT_2));
			ent2_sprite->setTexture("testcube.png");

			ent->addComponent(ent2_transform);
			ent->addComponent(ent2_sprite);

			// PARENTING
			ent->setParentEntity(entity);

			instance->getScene()->addEntity(entity);
			instance->getScene()->addEntity(ent);

			ent2_transform->getPosition();

#ifndef NULLRENDERER
			camera->setActive(true);
#endif
			if (instance->getContextData()->rendererSystem != NULL)
				instance->getContextData()->rendererSystem->setAmbientLight(math::Vec4(0.3f, 0.3f, 0.3f, 0.3f));
		}




		{
			Entity *entity = rtti::dynamicCast<Entity>(rtti::RTTI::generateSerializable("Entity", instance->getContextData()));;
			entity->setName("Ground4");

			TransformComponent *transform = rtti::dynamicCast<TransformComponent>(rtti::RTTI::generateSerializable("TransformComponent", instance->getContextData()));

			transform->setPosition(math::Vec3(-2050.f, 0.f, LAYER_FOREGROUND_2));
			transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::dynamicCast<renderer::SpriteComponent>(rtti::RTTI::generateSerializable("SpriteComponent", instance->getContextData()));
			sprite->setTexture("trans.png");

			physics::Box2DRigidBodyComponent *phys = rtti::dynamicCast<physics::Box2DRigidBodyComponent>(rtti::RTTI::generateSerializable("Box2DRigidBodyComponent", instance->getContextData()));

			phys->setMass(5);
			phys->setFriction(1.f);
			phys->setDensity(1.0f);
			phys->setKinematic(true);
			//phys->setGroup(physics::BOX2D_GROUP_LEVEL);
			phys->setGroup(physics::BOX2D_GROUP_NONSOLID_OBJECT);

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);

			instance->getScene()->addEntity(entity);
		}

		LOG_INFO("Physics test scene loaded!");
	}
Example #5
0
	// instance provides access to the engine when the load is happening, all the changes should be loaded against it.
	void PhysicsTestScene::onSceneLoad(GameInstance *instance)
	{
		// Scopes are here just to make it easier to use the same name multiple times (entity, etc)
		{
			// creating a static ground with box2d physics
			Entity *entity = rtti::generate<Entity>(instance->getContextData());
			entity->setName("Ground");

			TransformComponent *transform = rtti::generate<TransformComponent>(instance->getContextData());

			// set position of the ground
			transform->setPosition(math::Vec3(50.f, 550.f, 0.f));
			transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
			transform->setScale(1.f);

			// Create spritecomponent to display the image
			renderer::SpriteComponent *sprite = rtti::generate<renderer::SpriteComponent>(instance->getContextData());
			sprite->setTexture("hellknight.png"); // hellknight.png is automatically loaded and cached by the RendererSystem, etc on the background, no need to worry about it

			// Lets add 2D-physics
			physics::Box2DRigidBodyComponent *phys = rtti::generate<physics::Box2DRigidBodyComponent>(instance->getContextData());

			phys->setFriction(1.f);
			phys->setMass(5);
			phys->setDensity(1.0f);
			phys->setKinematic(true); // kinematic makes the object static. (useful for ground, etc)

			// Lets add all the components to the entity
			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);

			// aaand lets add the entity to the scene!
			instance->getScene()->addEntity(entity);
		}

		// And the lets create the player,
		{
			Entity *entity = rtti::generate<Entity>(instance->getContextData());
			entity->setName("Player"); // name can be checked  during the code, but string comparison is slow, so I would recommend to check against something else
			// for example if only the player has "PlayerInfoComponent" or something like that, you can try to find that component to 
			// detect the player.

			TransformComponent *transform = rtti::generate<TransformComponent>(instance->getContextData());

			transform->setPosition(math::Vec3(50.f, 750.f, 0.2f));
			transform->setDirection(math::Vec3(0.f, 0.f, 1.f));
			transform->setScale(1.f);

			renderer::SpriteComponent *sprite = rtti::generate<renderer::SpriteComponent>(instance->getContextData());
			sprite->setTexture("testcube.png");

			physics::Box2DRigidBodyComponent *phys = rtti::generate<physics::Box2DRigidBodyComponent>(instance->getContextData());

			phys->setMass(5);
			phys->setFriction(1.f);
			phys->setDensity(1.0f);
			phys->setKinematic(false);

			player::PlayerInputComponent *playerInput = rtti::generate<player::PlayerInputComponent>(instance->getContextData());

			// camera is used to center the camera to the player
			scene::CameraComponent *camera = rtti::generate<scene::CameraComponent>(instance->getContextData());

			renderer::LightComponent *light = rtti::generate<renderer::LightComponent>(instance->getContextData());
			light->setColor(math::Vec3(0.8f, 0.8f, 1.f));

			entity->addComponent(transform);
			entity->addComponent(sprite);
			entity->addComponent(phys);
			entity->addComponent(playerInput);
			entity->addComponent(light);
			entity->addComponent(camera);

			instance->getScene()->addEntity(entity);

			camera->setActive(true);
		}

		LOG_INFO("Physics test scene loaded!");
	}