コード例 #1
0
ファイル: Stage.cpp プロジェクト: palmerst/CS-4ZP6
void Stage::processContinuousInput(){

    if(keyStates[GLFW_KEY_A])
    {
        cpVect curVel = cpBodyGetVelocity(userControlObject->body);
        if(curVel.x >= -1000.0)
            cpBodySetForce(userControlObject->body, cpv(-100000.0, 0.0));
    }
    if(keyStates[GLFW_KEY_D])
    {
        cpVect curVel = cpBodyGetVelocity(userControlObject->body);
        if(curVel.x <= 1000.0)
            cpBodySetForce(userControlObject->body, cpv(100000.0, 0.0));
    }
    if(!keyStates[GLFW_KEY_A] && !keyStates[GLFW_KEY_D])
    {
        cpVect curVel = cpBodyGetVelocity(userControlObject->body);
        if(curVel.x != 0)
        {
            curVel.x /= 1.1;
            if(curVel.x > -100 || curVel.x < 100)
                curVel.x = 0;
            cpBodySetVelocity(userControlObject->body, curVel);
        }
    }

    if(keyStates[GLFW_KEY_SPACE]){
        cpVect curVel = cpBodyGetVelocity(userControlObject->body);
        //            if(curVel.y < 0.5 && curVel.y > -0.5){
        //                cpBodySetVelocity(userControlObject->body, cpvadd(curVel, cpv(0.0, 1150.0)));
        //                soundMap.find("Jump")->second->play();
        //            }
        if(userControlObject->canJump){
            cpBodySetVelocity(userControlObject->body, cpvadd(curVel, cpv(0.0, 1150.0)));
            soundMap.find("Jump")->second->play();
        }

    }

    if(keyStates[GLFW_KEY_E]){
        firstPerson = !firstPerson;
        camera = Camera();
        keyStates[GLFW_KEY_E] = 0;
    }



}
コード例 #2
0
ファイル: erlmunk_space.c プロジェクト: lrascao/erlmunk
ETERM *body_copy(ETERM *fromp, ETERM *argp) {

    // get the args
    ETERM *space_refp = erl_element(1, argp);
    ETERM *idp = erl_element(2, argp);
    ETERM *from_idp = erl_element(3, argp);

    erlmunk_space *s;
    int space_id = ERL_REF_NUMBER(space_refp);
    HASH_FIND_INT(erlmunk_spaces, &space_id, s);

    int body_id = ERL_INT_VALUE(idp);
    erlmunk_body *b;
    HASH_FIND_INT(s->bodies, &body_id, b);
    if (b == NULL)
        return NULL;

    int from_body_id = ERL_INT_VALUE(from_idp);
    erlmunk_body *from_b;
    HASH_FIND_INT(s->bodies, &from_body_id, from_b);

    // DEBUGF(("copying location from body #%d(%p) to #%d(%p)",
    //     from_body_id, from_b, body_id, b));

    // copy position and angle from the from body
    cpBodySetPosition(b->body, cpBodyGetPosition(from_b->body));
    cpBodySetAngle(b->body, cpBodyGetAngle(from_b->body));
    cpBodySetVelocity(b->body, cpBodyGetVelocity(from_b->body));

    return NULL;
}
コード例 #3
0
ファイル: rcpbody.cpp プロジェクト: trsquarelab/csscene
RVector RCPBody::velocity() const
{
    if (mBody) {
        cpVect p = cpBodyGetVelocity(mBody);
        mVelocity = RVector(p.x, p.y);
    }

    return mVelocity;
}
コード例 #4
0
	void RigidBody2D::CopyBodyData(cpBody* body)
	{
		cpBodySetAngle(m_handle, cpBodyGetAngle(body));
		cpBodySetAngularVelocity(m_handle, cpBodyGetAngularVelocity(body));
		cpBodySetCenterOfGravity(m_handle, cpBodyGetCenterOfGravity(body));
		cpBodySetForce(m_handle, cpBodyGetForce(body));
		cpBodySetPosition(m_handle, cpBodyGetPosition(body));
		cpBodySetTorque(m_handle, cpBodyGetTorque(body));
		cpBodySetVelocity(m_handle, cpBodyGetVelocity(body));
	}
コード例 #5
0
	void RigidBody2D::CopyBodyData(cpBody* from, cpBody* to)
	{
		cpBodySetAngle(to, cpBodyGetAngle(from));
		cpBodySetAngularVelocity(to, cpBodyGetAngularVelocity(from));
		cpBodySetCenterOfGravity(to, cpBodyGetCenterOfGravity(from));
		cpBodySetForce(to, cpBodyGetForce(from));
		cpBodySetPosition(to, cpBodyGetPosition(from));
		cpBodySetTorque(to, cpBodyGetTorque(from));
		cpBodySetVelocity(to, cpBodyGetVelocity(from));
	}
コード例 #6
0
ファイル: Player.cpp プロジェクト: valdirSalgueiro/sketchGame
bool Player::render(float time){
	cpVect pos= cpBodyGetPosition(playerBody);
	cpVect vel = cpBodyGetVelocity(playerBody);
	playerX=pos.x;
	playerY=pos.y;


	printf("%4.2f %4.2f\n", playerX, playerY);//512->10*3
	glSprite(playerX,playerY,GL2D_CENTER,&spr[0],false,0,0.01953125*3,0.01953125*3);
	return true;
}
コード例 #7
0
ファイル: main.cpp プロジェクト: cyclohexanamine/shipbrain
	int update_brain(Ship* s)
	{
		float* inputs = new float[NINPUTS];
		
		float noseang = cpBodyGetAngle(s->body) + s->nose_angle;
		cpVect rpos = cpBodyGetPosition(s->target->body) - cpBodyGetPosition(s->body);
		
		inputs[0] = cpvlength(rpos);
		inputs[1] = restrictangle(cpvtoangle(rpos)-noseang);
		
		cpVect rvel = cpBodyGetVelocity(s->target->body) - cpBodyGetVelocity(s->body);
		
		inputs[2] = (rpos.x * rvel.x + rpos.y * rvel.y)/inputs[0];
		inputs[3] = (rpos.x * rvel.y - rpos.y * rvel.x)/(inputs[0]*inputs[0]) - cpBodyGetAngularVelocity(s->body);
		
		inputs[4] = restrictangle(cpBodyGetAngle(s->target->body) + s->target->nose_angle - noseang);
		inputs[5] = cpBodyGetAngularVelocity(s->target->body);
		
		s->brain->update(inputs);
		
		delete inputs;		
		return 0;
	}
コード例 #8
0
ファイル: weapon_entity.c プロジェクト: kroltan/ifcgame
void weapon_collide(Entity *ent, cpArbiter *arb) {
    cpBody *body = entity_body(ent);
    cpBody *other = physics_arbiter_get_other(body, arb);
    Entity *other_ent = cpBodyGetUserData(other);

    //only damage players
    if (!entity_valid(other_ent) || entity_type(other_ent) != &PlayerEntity) {
        return;
    }
    //only damage enemies
    if (entity_owner(ent) != connection_get_user_id()
        || entity_owner(other_ent) == connection_get_user_id()) {
        return;
    }

    float speed = cpvlength(cpBodyGetVelocity(body));
    if (speed < WEAPON_HURT_THRESHOLD) {
        return;
    }

    player_hurt(entity_owner(other_ent), WEAPON_DAMAGE * speed, entity_owner(ent));
}
コード例 #9
0
ファイル: CCPhysicsBody.cpp プロジェクト: bonlai/3kaigame
Vec2 PhysicsBody::getVelocity()
{
    return PhysicsHelper::cpv2point(cpBodyGetVelocity(_cpBody));
}
コード例 #10
0
	Vector2f RigidBody2D::GetVelocity() const
	{
		cpVect vel = cpBodyGetVelocity(m_handle);
		return Vector2f(static_cast<float>(vel.x), static_cast<float>(vel.y));
	}