void create_house() { int debx = 412, deby = 494, compt = 0; while(compt < 3){ deby -= 44; object wall = create_wall(debx,deby); w_house = insert(wall, w_house); compt ++; } compt = 0; deby -= 44; while(compt < 6){ object wall = create_ceiling(debx,deby); w_house = insert(wall, w_house); compt ++; debx += 60; } compt = 0; debx -= 60; deby += 44; while(compt < 3){ object wall = create_wall(debx,deby); w_house = insert(wall, w_house); deby += 44; compt ++; } debx = 429; deby = 494; object door = create_door(debx,deby); d_house = insert(door, d_house); debx += 300; door = create_door(debx,deby); d_house = insert(door, d_house); }
World::World(int size_x,int size_y) : _physical_world(b2Vec2(0.f, 1.5f)),_x(size_x), _y(size_y) { create_wall(0,0,BOOK_BOX_SIZE,_y*BOOK_BOX_SIZE); create_wall(BOOK_BOX_SIZE*(_x+1.2),0,BOOK_BOX_SIZE,_y*BOOK_BOX_SIZE); create_wall(0,BOOK_BOX_SIZE*_y,BOOK_BOX_SIZE*(_x+2.2),BOOK_BOX_SIZE); #ifdef BOOK_DEBUG _physical_world.SetDebugDraw(&_debugDraw); #endif }
/* * Class: cbccore_low_Create * Method: create_wall * Signature: ()I */ JNIEXPORT jint JNICALL Java_cbccore_low_Create_create_1wall(JNIEnv *env, jobject obj) { #ifdef CBC return create_wall(); #else printf("Java_cbccore_low_Create_1wall stub\n"); return -1; #endif }
//this function will update the values for many of the sensor globals above //serial connection failure codes are // -1:create_mode, -2:create_wall, -3:create_buttons, -4:create_bumpdrop, -5:create_cliffs, // -6:create_angle, -7:create_distance, -8:create_velocity, -9:create_read_IR int create_sensor_update() { int r=0; // if serial connection times out, bit positions give the functions where it occurred r=r-2*create_wall(); r=r-4*create_buttons(); r=r-8*create_bumpdrop(); r=r-16*create_cliffs(); r=r-32*create_angle(); r=r-64*create_distance(); r=r-128*create_velocity(); return(r); }
///////////////////////////////////////// // M A I N // int main(int argc, char **argv) { srand(time(NULL)); mouse_x = 0; old_mouse_x = 0; mouse_y = 0; old_mouse_y = 0; m_angle = -300*M_PI; //FOULHACK! glutInit(&argc, argv); initKeymapManager(); glutPassiveMotionFunc(mouse); //glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GL_MULTISAMPLE); glutInitWindowSize(800, 600); glutInitContextVersion(3, 2); // Might not be needed in Linux glutCreateWindow("Farm Escape"); glutDisplayFunc(DisplayWindow); create_floor(&f); //create_plank(&p, SetVector(4,4,0), SetVector(0,5,0)); create_fence(&ff, 14, SetVector(0,0,0)); //f.model = generate_terrain(32); create_ball(&ball, SetVector(5,0,0)); create_wall(&wall, SetVector(0,10,0), SetVector(2,5,2)); create_joint(&legbase_joint[0], SetVector(-2.2, 3.8, .7), "legjoint0", "legcurrpos0", "legbonepos0", 0); create_joint(&legbase_joint[1], SetVector(-2.2, 3.8, -.7), "legjoint1", "legcurrpos1", "legbonepos1", 0); create_joint(&legbase_joint[2], SetVector(.2, 3.9, -.7), "legjoint2", "legcurrpos2", "legbonepos2", 0); create_joint(&legbase_joint[3], SetVector(.2, 3.9, .7), "legjoint3", "legcurrpos3", "legbonepos3", 0); create_joint(&thigh_joint[0], SetVector(-2.3, 1.8, .4), NULL, NULL, NULL, 0); create_joint(&thigh_joint[1], SetVector(-2.3, 1.8, -.4), NULL, NULL, NULL, 0); create_joint(&thigh_joint[2], SetVector(.1, 2, -.4), NULL, NULL, NULL, 0); create_joint(&thigh_joint[3], SetVector(.1, 2.0, .4), NULL, NULL, NULL, 0); create_joint(&knee_joint[0], SetVector(-2.6, .9, .4), NULL, NULL, NULL, 0); create_joint(&knee_joint[1], SetVector(-2.6, .9, -.4), NULL, NULL, NULL, 0); create_joint(&knee_joint[2], SetVector(.4, .9, -.4), NULL, NULL, NULL, 0); create_joint(&knee_joint[3], SetVector(.4, .9, .4), NULL, NULL, NULL, 0); create_joint(&foot_joint[0], SetVector(-2.75, 0, .4), NULL, NULL, NULL, 0); create_joint(&foot_joint[1], SetVector(-2.75, 0, -.4), NULL, NULL, NULL, 0); create_joint(&foot_joint[2], SetVector(.34, 0, -.4), NULL, NULL, NULL, 0); create_joint(&foot_joint[3], SetVector(.34, 0, .4), NULL, NULL, NULL, 0); //BODY JOINTS create_joint(&body_joint[0], SetVector(-1.8, 3.6, 0), "bodyjoint", "bodycurrpos", "bodybonepos", 0); create_joint(&body_joint[1], SetVector(-1, 3.3, 0), NULL, NULL, NULL, 0); create_joint(&body_joint[2], SetVector(.14, 3.9, 0), NULL, NULL, NULL, 0); //TAIL JOINTS create_joint(&tail_joint[0], SetVector(.7+.3, 3.75, 0), "tailjoint", "tailcurrpos", "tailbonepos", 0); create_joint(&tail_joint[1], SetVector(2.2, 3.8, 0), NULL, NULL, NULL, 0); create_joint(&tail_joint[2], SetVector(3.0, 3.75, 0), NULL, NULL, NULL, 0); create_joint(&tail_joint[3], SetVector(3.9, 3.65, 0), NULL, NULL, NULL, 0); //HEAD JOINTS create_joint(&head_joint[0], SetVector(-2.9, 3.2, 0), "headjoint", "headcurrpos", "headbonepos", 0); create_joint(&head_joint[1], SetVector(-3.85, 4, 0), NULL, NULL, NULL, 0); create_joint(&head_joint[2], SetVector(-4.7, 3, 0), NULL, NULL, NULL, 0); //EAR JOINTS //create_joint(&left_ear_joint[0], SetVector(-2.9, 3.2, -.4), //"leftearjoint", "leftearcurrpos", "leftearbonepos", 0); create_joint(&left_ear_joint[0], SetVector(-2.9, 3.2, .6), NULL, NULL, NULL, 0); create_joint(&right_ear_joint[0], SetVector(-2.9, 3.2, -.6), NULL, NULL, NULL, 0); //create_joint(&left_ear_joint[1], SetVector(-2.9, 3.2, .6), //NULL, NULL, NULL, 0); //create_joint(&right_ear_joint[1], SetVector(-2.9, 3.2, -.6), //NULL, NULL, NULL, 0); //create_joint(&right_ear_joint[0], SetVector(-2.9, 3.2, -.6), //"rightearjoint", "rightearcurrpos", "rightearbonepos", 0); //create_joint(&right_ear_joint[1], SetVector(-2.9, 3.2, -.8), //"rightearjoint", "rightearcurrpos", "rightearbonepos", 0); //SET CHILDREN! body_joint[0].child[0] = &body_joint[1]; body_joint[1].child[0] = &body_joint[2]; body_joint[2].child[0] = &tail_joint[0]; body_joint[2].child[1] = &legbase_joint[2]; body_joint[2].child[2] = &legbase_joint[3]; tail_joint[0].child[0] = &tail_joint[1]; tail_joint[1].child[0] = &tail_joint[2]; tail_joint[2].child[0] = &tail_joint[3]; tail_joint[3].child[0] = NULL; head_joint[0].child[0] = &head_joint[1]; head_joint[1].child[0] = &head_joint[2]; head_joint[2].child[0] = NULL; //head_joint[2].child[0] = &right_ear_joint[1]; head_joint[2].child[1] = &left_ear_joint[0]; head_joint[2].child[2] = &right_ear_joint[0]; //left_ear_joint[0].child[0] = &left_ear_joint[1]; //right_ear_joint[0].child[0] = &right_ear_joint[1]; //left_ear_joint[1].child[0] = NULL; //right_ear_joint[1].child[0] = NULL; //head_joint[0].child = &legbase_joint[0]; int i; for(i=0;i<4;i++) { legbase_joint[i].child[0] = &thigh_joint[i]; thigh_joint[i].child[0] = &knee_joint[i]; knee_joint[i].child[0] = &foot_joint[i]; foot_joint[i].child[0] = NULL; } //SET PARENTS legbase_joint[2].parent = &body_joint[2]; legbase_joint[3].parent = &body_joint[2]; //left_ear_joint[1].parent = &left_ear_joint[0]; left_ear_joint[0].parent = &head_joint[2]; //right_ear_joint[1].parent = &right_ear_joint[0]; right_ear_joint[0].parent = &head_joint[2]; create_cow(&cow); create_farmer(&farmer, SetVector(0,0,0)); create_ragdoll(&ragdoll); g_shader = loadShaders("shader.vert" , "shader.frag"); glUseProgram(g_shader); // Set up depth buffer glEnable(GL_DEPTH_TEST); //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // initiering //#ifdef WIN32 // glewInit(); //#endif //glutSetCursor(0); //terr = generate_terrain(512); glutTimerFunc(20, &OnTimer, 0); glutMainLoop(); exit(0); }