Exemple #1
0
Body Collision::create_ground_body(PhysicsWorld &phys_world)
{
	PhysicsContext pc = phys_world.get_pc();
	BodyDescription ground_desc(phys_world);
	ground_desc.set_position(Vec2f((float)window_x_size/2.0f,(float)window_y_size));
	ground_desc.set_type(body_static);

	Body ground(pc, ground_desc);

	//Setup ground fixture
	PolygonShape ground_shape(phys_world);
	ground_shape.set_as_box((float)window_x_size/2,20.0f);

	FixtureDescription fixture_desc(phys_world);
	fixture_desc.set_shape(ground_shape);
	fixture_desc.set_friction(1.0f);
	fixture_desc.set_density(1000.0f);

	Fixture ground_fixture(pc, ground, fixture_desc);
	return ground;
}
Exemple #2
0
Enemy::Enemy(Game &game_)
{
	ID = staticID;
	staticID++;
	add_enemy(this);

	game = &game_;
	Canvas &canvas = game_.get_canvas();
	PhysicsContext pc = game_.get_pc();
	ResourceManager &resources = game_.get_resources();

//________________________________________________________________________
//														   G A M E P L A Y
	type = go_enemy;
	eType = T_HOVERBOT;
	
	missile.set_game(*game);
	missile.set_speed(90.0f);
	missile.set_type(MissileDesc::mt_energy);
	missile.should_hurt_player(true);
	missile.should_hurt_enemy(false);
	turret_angle = Angle(0,angle_degrees);
	time_since_last_shoot = 0.0f;

//________________________________________________________________________
//															   R E N D E R
	enemy = Sprite::resource(canvas,"Enemy1", resources);
	enemy.set_play_loop(true);
	
	//int x,y;
	//Origin origin;
	//enemy->get_alignment(origin,x,y);

	update_callback = std::function<void(int)>(std::bind(&Enemy::update, this, std::placeholders::_1));
	cc.connect(game_.get_draw_sig(), clan::bind_member(this, &Enemy::draw));
    cc.connect(game_.get_update_sig(), update_callback);

//__________________________________________________________________________
//															   P H Y S I C S

	BodyDescription body_desc(pc);
	body_desc.set_position(0, game->get_height()-40);
	body_desc.set_type(body_dynamic);
	body_desc.set_angular_damping(100.0f);

	PolygonShape shape(pc);
	shape.set_as_box(enemy.get_width()/2.5f, enemy.get_height()/2.5f);

	FixtureDescription fixture_desc(pc);
	fixture_desc.set_density(1000.0f);
	fixture_desc.set_shape(shape);
	
	body = Body(pc, body_desc);
	body.set_data(this);
	Fixture(pc, body, fixture_desc);

	pos.x = 50;
	pos.y = 50;
	life = 100;
	is_dead = false;

	body.set_position(pos);

	speed = -35;

	body.set_linear_velocity(Vec2f(speed,0));

	target = Player::getPlayer1();
}
Exemple #3
0
// The start of the Application
int Raycasting::start(const std::vector<std::string> &args)
{
	//Remove the need to send physic world to every object. Instead send just the description.

	//Fix having two fixtures working weirdly.
	quit = false;

	int window_x_size = 640;
	int window_y_size = 480;
	// Set the window
	DisplayWindowDescription desc;
	desc.set_title("ClanLib Raycasting Example");
	desc.set_size(Size(window_x_size, window_y_size), true);
	desc.set_allow_resize(false);

	DisplayWindow window(desc);
	
	// Connect the Window close event
	Slot slot_quit = window.sig_window_close().connect(this, &Raycasting::on_window_close);

	// Connect a keyboard handler to on_key_up()
	Slot slot_input_up = (window.get_ic().get_keyboard()).sig_key_up().connect(this, &Raycasting::on_input_up);

	// Create the canvas
	Canvas canvas(window);

	//Setup physic world
	PhysicsWorldDescription phys_desc;
	phys_desc.set_gravity(0.0f,10.0f);
	phys_desc.set_sleep(true);
	phys_desc.set_physic_scale(100);
	phys_desc.set_timestep(1.0f/200.0f);

	PhysicsWorld phys_world(phys_desc);

	//Get the Physics Context
	PhysicsContext pc = phys_world.get_pc();

	//Setup ground body
	BodyDescription ground_desc(phys_world);
	ground_desc.set_position(Vec2f((float)window_x_size/2.0f,(float)window_y_size));
	ground_desc.set_type(body_static);

	Body ground(pc, ground_desc);
	//Setup ground fixture
	PolygonShape ground_shape(phys_world);
	ground_shape.set_as_box((float)window_x_size/2,20.0f);

	FixtureDescription fixture_desc(phys_world);
	fixture_desc.set_shape(ground_shape);
	
	Fixture ground_fixture(pc, ground, fixture_desc);

	//Setup box body
	BodyDescription box_desc(phys_world);
	box_desc.set_position(Vec2f(10.0f,10.0f));
	box_desc.set_type(body_dynamic);
	box_desc.set_linear_velocity(Vec2f(100.0f,0.0f));
	Body box(pc, box_desc);

	box_desc.set_position(Vec2f((float)window_x_size-50.0f,100.0f));
	box_desc.set_linear_velocity(Vec2f(-80.0f,0.0f));
	Body box2(pc, box_desc);

	//Setup box fixture
	PolygonShape box_shape(phys_world);
	box_shape.set_as_box(30.0f, 30.0f);

	FixtureDescription fixture_desc2(phys_world);
	fixture_desc2.set_shape(box_shape);
	fixture_desc2.set_restitution(0.6f);
	fixture_desc2.set_friction(0.0005f);

	Fixture box_fixture(pc, box, fixture_desc2);
	Fixture box_fixture2(pc, box2, fixture_desc2);

	Vec2f ground_pos = ground.get_position();

	unsigned int last_time = System::get_time();
	
	//Setup debug draw.
	PhysicsDebugDraw debug_draw(phys_world);
	debug_draw.set_flags(f_shape|f_aabb);

	GraphicContext gc = canvas.get_gc();
	PhysicsQueryAssistant qa = phys_world.get_qa();

	clan::Font font(canvas, "Tahoma", 12);

	// Set raycast points
	Pointf p1(300,500);
	Pointf p2(100,100);

	// Set query rect;
	Rectf rect1(400.0f, 380.0f, Sizef(50.0f,50.0f));

	// Run until someone presses escape
	while (!quit)
	{
		unsigned int current_time = System::get_time();
		float time_delta_ms = static_cast<float> (current_time - last_time);
		last_time = current_time;

		canvas.clear();
		
		//Raycast
		
		font.draw_text(canvas, 10,20, "Raycasting...");
		
		qa.raycast_first(p1, p2);
		if(qa.has_query_result())
		{
			font.draw_text(canvas, 100,20, "Found object !");
			canvas.draw_line(p1,p2, Colorf::green);
		}
		else canvas.draw_line(p1, p2, Colorf::red);
		
		//Raycast

		//Query
		
		font.draw_text(canvas, 10,35, "Querying...");

		qa.query_any(rect1);

		if(qa.has_query_result())
		{
			font.draw_text(canvas, 100,35, "Found object !");
			canvas.draw_box(rect1, Colorf::green);

		}
		else canvas.draw_box(rect1, Colorf::red);
		//Query

		phys_world.step();
		debug_draw.draw(canvas);
		
		canvas.flush();
		window.flip(1);

		// This call processes user input and other events
		KeepAlive::process(0);

		System::sleep(10);
	}

	return 0;
}
Exemple #4
0
Player::Player(Game &game_)
{
	//Init static vars

	Player::player1 = this;
	Player::isPlayer1Playing = true;

	//
	game = &game_;
	Canvas canvas = game_.get_canvas();
	PhysicsContext pc = game_.get_pc();
	ResourceManager resources = game_.get_resources();

	vehicle	= Sprite::resource(canvas, "Car1", resources);

	vehicle.set_linear_filter(false);
	//________________________________________________________________________
	//															   T U R R E T	
	turret		= Sprite::resource(canvas, "Turret1", resources);
	turretBase	= Sprite::resource(canvas, "Turret1Base", resources);
	
	turret.set_linear_filter(false);
	turretBase.set_linear_filter(false);
	
	turret_angle = Angle(0,angle_degrees);
	time_since_last_shoot = 0.0f;

	missile.set_game(*game);
	missile.set_speed(500.0f);
	missile.set_type(MissileDesc::mt_bullet);
	
	//________________________________________________________________________
	//															   R E N D E R
	
	draw_slot = game_.get_draw_sig().connect(this,&Player::draw);
	update_slot = game_.get_update_sig().connect(this,&Player::update);
	
	//________________________________________________________________________
	//															 P H Y S I C S
	
	BodyDescription body_desc(pc);
	body_desc.set_position(0, game->get_height()-40);
	body_desc.set_type(body_dynamic);
	body_desc.set_angular_damping(100.0f);

	PolygonShape shape(pc);
	shape.set_as_box(vehicle.get_width()/2.5f, vehicle.get_height()/4.0f, Vec2f(0.0f, 5.0f), Angle(0, angle_degrees));

	FixtureDescription fixture_desc(pc);
	fixture_desc.set_density(1000.0f);
	fixture_desc.set_shape(shape);
	
	body = Body(pc, body_desc);
	body.set_data(this);
	Fixture(pc, body, fixture_desc);

	/*
	pos_x=0;
	pos_y=game->get_height()-40;
	*/
	xAcc = 1000.0f;
	yAcc = 600.0f;

	x_max_speed=80.0f;
	y_max_speed=40.0f;

	x_speed=0.0f;
	y_speed=0.0f;

	go_right = false;
	go_left = false;
	go_up = false;
	go_down = false;
	doShoot1 = false;
	doShoot2 = false;

	wobble_timer = 0;

	turretBasePos.x = 0.0f;
	turretBasePos.y = 0.0f;

	turretPos.x = 0.0f;
	turretPos.y = 0.0f;
	//__________________________________________________________________________
	//															 G A M E P L A Y
	type = go_player;

	life = max_life = 100.0f;
	is_dead= false;
	target_x_pos = 0.0f;
	target_y_pos = 0.0f;

}
Exemple #5
0
//________________________________________________________________________
//________________________________________________________________________
Missile::Missile(MissileDesc &desc)
{
	type = go_missile;

	game	= desc.game;
	speed	= desc.speed_;
	angle	= desc.angle_;
	pos		= desc.pos_;
	mType   = desc.mType_;
	does_hurt_player = desc.does_hurt_player_;
	does_hurt_enemy = desc.does_hurt_enemy_;

	GraphicContext &gc = game->get_gc();
	PhysicsContext pc = game->get_pc();
	ResourceManager &resources = game->get_resources();

	//___________________________________________________________________
	//																G F X

	switch(mType)
	{
	case MissileDesc::mt_bullet:
		bullet = Sprite::resource(gc, "Bullet1", resources);
		damage = 20;
		break;
	case MissileDesc::mt_energy:
		bullet = Sprite::resource(gc, "Bullet2", resources);
		damage = 10;
		break;
	case MissileDesc::mt_rocket:
		bullet = Sprite::resource(gc, "Rocket", resources);
		damage = 50;
		break;
	}

	bullet.set_linear_filter(false);
	bullet.set_angle(angle);

	//___________________________________________________________________
	//													    P H Y S I C S

	BodyDescription body_desc(pc);
	body_desc.set_position(0, game->get_height()-40);
	body_desc.set_type(body_dynamic);

	PolygonShape shape(pc);
	shape.set_as_box(bullet.get_width()/4, bullet.get_height()/4);

	FixtureDescription fixture_desc(pc);
	fixture_desc.set_density(50.0f);
	fixture_desc.set_shape(shape);
	
	body = Body(pc, body_desc);
	body.set_data(this);
	Fixture(pc, body, fixture_desc);

	body.set_position(pos);
	body.set_angle(angle);

	x_speed = speed*cos(angle.to_radians());
	y_speed = speed*sin(angle.to_radians());

	body.set_linear_velocity(Vec2f(x_speed, y_speed));

	lifeTime= 3000.0f;
	currentLifeTime=0.0f;

	//___________________________________________________________________
	//													          C O R E

	update_slot	= game->get_update_sig().connect(this,&Missile::update); 
	draw_slot	= game->get_draw_sig().connect(this,&Missile::draw); 
	should_die = false;
}