Esempio n. 1
0
void player_update(struct obj *self)
{
    struct player_extra extra_ro = *(struct player_extra*)self->extra;
    struct player_extra *extra_rw = (struct player_extra*)self->extra;
#if INPUT == KEYBOARD
    char *keys = extra_ro.keystate;

    #define RT 0.000000009
    if (keys[SDL_SCANCODE_X]) {
        if (self->gun.fire) {
            Mix_PlayChannel(-1, extra_ro.gunSound, 0);
            self->gun.fire(&(self->gun));
        }
    }
    if (keys[SDL_SCANCODE_Z]) {
        cpBodyApplyImpulseAtLocalPoint(self->body, cpv(-RT, 0.0), cpv(0, -32));
        cpBodyApplyImpulseAtLocalPoint(self->body, cpv(RT, 0.0), cpv(0, 32));
    }

    if (keys[SDL_SCANCODE_C]) {
//        cpBodySetVelocity(self->body, cpv(0, 0));
//        cpBodySetAngularVelocity(self->body, 0.0);
    }
   if (keys[SDL_SCANCODE_V]) {
        cpBodyApplyImpulseAtLocalPoint(self->body, cpv(RT, 0.0), cpv(0, -32));
        cpBodyApplyImpulseAtLocalPoint(self->body, cpv(-RT, 0.0), cpv(0, 32));
    }

/*#elif INPUT == CONTROLLER
//	SDL_GameControllerUpdate();
    Sint16 cx = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);

    if (abs(cx) < 6000)
        cx = 0;
    double dx = (abs(cx) / (double)32767.0) * (cx > 0 ? 1 : -1);
    Sint16 cy = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
    if (abs(cy) < 6000)
        cy = 0;
    double dy = (abs(cy) / (double)32767.0) * (cy > 0 ? 1 : -1);

//	printf("%d %f %d %f\n", cx, dx, cy, dy);
    self->position.y += (speed * dy);
    self->position.x += (speed * dx);
    }*/
    #endif
}
Esempio n. 2
0
	void RigidBody2D::AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys)
	{
		switch (coordSys)
		{
			case CoordSys_Global:
				cpBodyApplyImpulseAtWorldPoint(m_handle, cpv(impulse.x, impulse.y), cpv(point.x, point.y));
				break;

			case CoordSys_Local:
				cpBodyApplyImpulseAtLocalPoint(m_handle, cpv(impulse.x, impulse.y), cpv(point.x, point.y));
				break;
		}
	}
Esempio n. 3
0
	int applykeys(Ship* s, bool* keylist)
	{
		if (keylist[0])
			cpBodyApplyForceAtLocalPoint(s->body, cpv(0, 1e7), cpv(0.5, 0));
		if (keylist[1])
			cpBodyApplyForceAtLocalPoint(s->body, cpv(0, -1e6), cpv(0.5, 3));
		if (keylist[2])
		{
			cpBodyApplyForceAtLocalPoint(s->body, cpv(1e6, 0), cpv(0, 0));
			cpBodyApplyForceAtLocalPoint(s->body, cpv(-1e6, 0), cpv(1, 3));
		}
		if (keylist[3])
		{
			cpBodyApplyForceAtLocalPoint(s->body, cpv(1e6, 0), cpv(0, 3));
			cpBodyApplyForceAtLocalPoint(s->body, cpv(-1e6, 0), cpv(1, 0));
		}
		if (keylist[4])
		{
			cpBodyApplyForceAtLocalPoint(s->body, cpv(-1e6, 0), cpv(1, 3));
			cpBodyApplyForceAtLocalPoint(s->body, cpv(-1e6, 0), cpv(1, 0));
		}
		if (keylist[5])
		{
			cpBodyApplyForceAtLocalPoint(s->body, cpv(1e6, 0), cpv(0, 3));
			cpBodyApplyForceAtLocalPoint(s->body, cpv(1e6, 0), cpv(0, 0));
		}

		
		if (keylist[6] && last_time_updated - s->last_fired > 1)
		{			
			cpVect tip = cpBodyLocalToWorld(s->body, nosev + cpv(0, 0.1));
			cpVect base = cpBodyLocalToWorld(s->body, cpv(0.5, 0));
			
			cpVect newvel = cpvnormalize(tip - base) * shell_muzzle_vel + cpBodyGetVelocityAtLocalPoint(s->body, nosev);
			Shell* newshell = addshell(tip, newvel, cpBodyGetAngle(s->body));
			cpBodyApplyImpulseAtLocalPoint(s->body, cpv(0, -1)*cpBodyGetMass(newshell->body)*shell_muzzle_vel, cpv(0.5, 3));
			
			s->last_fired = last_time_updated;
		}
		
		
		return 0;
	}
Esempio n. 4
0
void PhysicsBody::applyImpulse(const Vec2& impulse, const Vec2& offset)
{
    cpBodyApplyImpulseAtLocalPoint(_cpBody, PhysicsHelper::point2cpv(impulse), PhysicsHelper::point2cpv(offset));
}
Esempio n. 5
0
struct gun instantiate_gun(struct obj *owner, const char *gunType,
                           const char *bulletType)
{
//    fprintf(stderr, "\n\n\n%s\n\n\n", bulletType);
    struct gun ret = {.bulletType = strdup(bulletType), .owner = owner, .cooldown = owner->room->ticks};
    ret.fire =  guntbl_find(&fires, gunType);
    return ret;
}

void machinegun_fire(struct gun *self)
{
    if (self->owner->room->ticks - self->cooldown > 1) {
        struct obj *bullet = instantiate_object(self->bulletType,
                                                self->owner->objectVect,
                                                self->owner->room);

        cpBodySetPosition(bullet->body,
                          cpBodyLocalToWorld(self->owner->body,
                                             cpv(0, -self->owner->radius - bullet->radius - 2)));

        cpBodySetMoment(bullet->body,
                        cpMomentForCircle(10000.0, 0.0,
                                          bullet->radius*2, cpvzero));
        cpBodySetAngle(bullet->body, cpBodyGetAngle(self->owner->body) + M_PI);
        ((struct bullet_extra*)bullet->extra)->speed = 20.0;
        ((struct bullet_extra*)bullet->extra)->owner = self->owner;

        cpBodyApplyImpulseAtLocalPoint(self->owner->body,
                                       cpv(0, 50.0),
                                       cpv(0, -(self->owner->radius * 2)));
        
        self->cooldown = self->owner->room->ticks;
    }
}
struct gunpair {
    const char *name;
    const gunmethod method;
};

void register_guns(void)
{
    struct gunpair pairs[] = {{"machine gun", machinegun_fire}};

    for (size_t i = 0; i < ARRAY_LENGTH(pairs); i++) {
        char *currentName = pairs[i].name;
        gunmethod currentMethod = pairs[i].method;

        if ((!currentName && currentMethod) || (currentName && !currentMethod)) {
            CROAK("Unevenly sized methodpair array");
        }
        guntbl_insert(&fires, currentName, currentMethod);
    }
}


void guntbl_insert(struct guntbl *table, const char *key, gunmethod method)
{
    int offset = hash(key) % 32;
    if (table->keys[offset]) {
		if (strcmp(table->keys[offset], key) == 0 ) {
			table->methods[offset] = method;
		} else {
			if (!table->next)
			{
				table->next = malloc(sizeof(struct guntbl));
				*table->next = (struct guntbl){.next = NULL};
			}
			guntbl_insert(table->next, key, method);
		} 
	} else {