Пример #1
0
void GameObject::tick() {

	if (!m_HasStarted) {
		start();
		m_HasStarted = true;
	}
	
	if (m_GoToNewPoint) {
		
		CPhysicsObject* physicsComponent = (CPhysicsObject*)getComponent(CPhysicsObject::classTypeID());
		if (physicsComponent != 0) {
			b2Body* body = physicsComponent->getBody();
			float angle = body->GetAngle();
			body->SetTransform(m_NewPoint, angle);
		}
		
		m_GoToNewPoint = false;
	}

	for (map<int, Component*>::iterator it = m_Components->begin(); 
		it != m_Components->end(); 
		it++) {
		Component* component = it->second;
		component->tick();
	}

	for (set<GameObject*>::iterator it = m_Children->begin(); 
		it != m_Children->end(); 
		it++) {
		GameObject* child = *it;
		child->tick();
	}
}
Пример #2
0
void GOBall::updateVelocity() {
	// get desired move velocity
	CController* controller = (CController*)getComponent(CController::classTypeID());
	float moveVelocity = controller->getMoveDirection() * VEL_MAX;
	
	// get actual velocity
	CPhysicsObject* physicsComponent = (CPhysicsObject*)getComponent(CPhysicsObject::classTypeID());
	b2Body* body = physicsComponent->getBody();
	b2Vec2 position = body->GetPosition();
	b2Vec2 velocity = body->GetLinearVelocity();
	
	// calculate difference and product
	float product = velocity.x * moveVelocity;
	float difference = moveVelocity - velocity.x;
	
	// if moving, change move velocity
    /*if (moveVelocity != 0) {
        std::cout << "MOVING\n" << std::flush;
    }
    else {
        std::cout << "NOT MOVING\n" << std::flush;
        }*/

	if (moveVelocity != 0.0f &&
		(product < 0.0f || fabs(velocity.x) < fabs(moveVelocity) )) {
		float force = difference * FORCE_CONST;
		body->ApplyForce(b2Vec2(force, 0.0f), position);
	}
	else {
		float force = -velocity.x * FORCE_CONST * 0.2f;
		body->ApplyForce(b2Vec2(force, 0.0f), position);
	}
}
Пример #3
0
void GOBall::jump() {
	CController* controller = (CController*)getComponent(CController::classTypeID());
	if (controller->getJump()) {
		CPhysicsObject* physicsComponent = (CPhysicsObject*)getComponent(CPhysicsObject::classTypeID());
		b2Body* body = physicsComponent->getBody();
		b2Vec2 velocity = body->GetLinearVelocity();
		body->SetLinearVelocity(b2Vec2(velocity.x, JUMP_CONST));
	}
}
Пример #4
0
void GOBall::tick() {
	GameObject::tick();
	
    if (!m_Alive)
        return;

    m_ScoreObject->updateScore(m_Score);

	jump();
	updateVelocity();
	
	// sync the position of the physics and graphics objects
	CPhysicsObject* physicsComponent = (CPhysicsObject*)getComponent(CPhysicsObject::classTypeID());
	b2Body* body = physicsComponent->getBody();
	
	b2Vec2 position = body->GetPosition();
	float32 angle = body->GetAngle();

    if (position.y < -200)
        spawn();

	CGraphicsObject* graphicsComponent = (CGraphicsObject*)getComponent(CGraphicsObject::classTypeID());
	graphicsComponent->setPosition(position.x, position.y, 0.0f);
}
Пример #5
0
const b2Vec2& GOBall::getPosition() {
	CPhysicsObject* physicsComponent = (CPhysicsObject*)getComponent(CPhysicsObject::classTypeID());
	b2Body* body = physicsComponent->getBody();
	return body->GetPosition();
}