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/* W.P. van Paassen 2008 */
#include "Board.h"
#include "Graphics.h"
#include "DDImage.h"
#include "SexyAppBase.h"
#include "Color.h"
#include "Physics.h"
// The SexyAppFramework resides in the "Sexy" namespace. As a convenience,
// you'll see in all the .cpp files "using namespace Sexy" to avoid
// having to prefix everything with Sexy::
using namespace Sexy;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
Board::Board(GameApp* theApp)
{
mApp = theApp;
physics = new Physics();
physics->Init();
physics->SetPhysicsListener(this);
physics->SetSteps(2);
physics->ResizeStaticHash(50.0f,100);
physics->ResizeActiveHash(5.0f,2000);
//left vulcano slope
PhysicsObject* obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(300,240), SexyVector2(0,480 ), 0.6f,0.6f,1.0f);
obj->SetCollisionType(2);
//right vulcano slope
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(340,240), SexyVector2(640, 480), 0.6f,0.6f,1.0f);
obj->SetCollisionType(2);
//left wall
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(60,0), SexyVector2(60, 480), 0.9f,0.6f,1.0f);
obj->SetCollisionType(2);
//right wall
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(580,0), SexyVector2(580, 480), 0.9f,0.6f,1.0f);
obj->SetCollisionType(2);
//left platform
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(290,400), SexyVector2(300, 400), 0.0f,0.0f,1.0f);
obj->SetCollisionType(3);
//right platform
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(340,400), SexyVector2(350, 400), 0.0f,0.0f,1.0f);
obj->SetCollisionType(3);
DDImage* sprite = (DDImage*) gSexyAppBase->GetImage("images/particle.png");
pmanager = new hgeParticleManager();
//creating the lava particle system with physics enabled
hgeParticleSystem* p = pmanager->SpawnPS("images/particle10.psi", sprite, 320,240, false, false, physics);
p->SetCollisionType(4); //This id is used to set the type of the particlesystem which can be used to register collisions between objects of the physics engine, see the
//example below in which collisions between the lava particles and the platforms are registered and handled in HandleTypedCollision
//p->SetCollisionGroup(1); //this assigns all particles in this particle system to the same group, meaning they do not collide with each other and with other
//particle systems with the same group id. To make the particles in a particlesystem collide with each other, set this to 0
//p->SetScale(2.0f);
///same particle system but no physics
//gSexyAppBase->mParticleManager->SpawnPS("images/particle10.psi", sprite, 320,240, false, false);
//alternatives to create a particle system, use this if you're gonna reuse the same particlesystem to avoid loading it.
//the pro of declaring a hgeParticleSystem is that you can use the system to spawn both physics enabled and physics disabled particle systems from it
//hgeParticleSystem* system = new hgeParticleSystem("images/particle10.psi",sprite, 0.0f, false, false);
//creates a particle system without physics
//gSexyAppBase->mParticleManager->SpawnPS(system, 320,400);
//creates a particle system with physics
//gSexyAppBase->mParticleManager->SpawnPS(system, 320,400, physics);
//it is also possible to use the ParticlePhysicsSystem class directly but you can only spawn physics enabled particle systems from it
//ParticlePhysicsSystem* p_system = new ParticlePhysicsSystem("images/particle10.psi",sprite, physics, 0.0f, false, false);
//creates a particle system with physics
//gSexyAppBase->mParticleManager->SpawnPS(p_system, 320,400);
//creates a particle system with physics
//gSexyAppBase->mParticleManager->SpawnPS(p_system, 320,400, physics);
//explosion system which is used to spawn a new particle system from, this is done whenever the lava hits the platforms, see the HandleTypedCollision function.
//this system does not have physics enabled
explosion= new hgeParticleSystem("images/particle6.psi",sprite, 0.0f, false, false);
explosion->SetParticleScale(2.0f);//scales the particles in the explosion particle system
explosion->SetScale(2.0f);//scales the explosion particle system itself
//register collisions between lava and platforms, to be handled inHandleTypedCollision
physics->RegisterCollisionType(p->GetCollisionType(), 3);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
Board::~Board()
{
physics->UnregisterCollisionType(4,3);
delete pmanager;
delete physics;
delete explosion;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::Update()
{
// Let the parent class update as well. This will increment
// the variable mUpdateCnt which is an integer that indicates
// how many times the Update() method has been called. Since our
// Board class is updated 100 times per second, this variable will
// increment 100 times per second. As you will see in later demos,
// we will use this variable for animation since its value represents
// hundredths of a second, which is for almost all games a good
// enough timer value and doesn't rely on the system clock function
// call.
Widget::Update();
physics->Update();
pmanager->Update(0.01f);
// For this and most of the other demos, you will see the function
// below called every Update() call. MarkDirty() tells the widget
// manager that something has changed graphically in the widget and
// that it needs to be repainted. All widgets follow this convention.
// In general, if you don't need
// to update your drawing every time you call the Update method
// (the most common case is when the game is paused) you should
// NOT mark dirty. Why? If you aren't marking dirty every frame,
// then you aren't drawing every frame and thus you use less CPU
// time. Because people like to multitask, or they may be on a laptop
// with limited battery life, using less CPU time lets people do
// other things besides play your game. Of course, everyone
// will want to play your game at all times, but it's good to be
// nice to those rare people that might want to read email or
// do other things at the same time.
// In this particular demo, we
// won't be nice, as the purpose is to bring you up to speed as
// quickly as possible, and so we'll dispense with optimizations
// for now, so you can concentrate on other core issues first.
// In general, this is the last method called in the Update
// function, but that is not necessary. In fact, the MarkDirty
// function can be called anywhere, in any method (although
// calling it in the Draw method doesn't make sense since it is
// already drawing) and even multiple times. Calling it multiple
// times does not do anything: only the first call makes a difference.
MarkDirty();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::Draw(Graphics* g)
{
// And now for the good stuff! The Graphics object, "g", is
// automatically created and passed to this method by the
// WidgetManager and can be thought of as the main screen
// bitmap/canvas upon which all drawing will be done. This object
// is double buffered automatically so you don't need to worry
// about those details. All you need to do is instruct the object
// that you would like to draw something to it, and when the
// WidgetManager gets done letting all widgets draw to the
// Graphics object, it will then blit everything to the screen
// at once.
// First, let's start by drawing some geometric primitives. By
// default, the drawing color is black. We will change it later
// on. The first command clears the screen by drawing a
// black rectangle (black due to the default color) that is
// located at coordinate 0, 0 and is the same size as our
// Board widget, which is the same size as the application and
// thus is the same size of the game window.
g->FillRect(0, 0, mWidth, mHeight);
physics->Draw(g);
pmanager->Render(g);
}
void Board::KeyDown(KeyCode theKey) {
if (theKey == KEYCODE_ESCAPE) {
gSexyAppBase->Shutdown();
}
}
//draws the lines of the slopes, walls and platforms
void Board::DrawPhysicsObject(PhysicsObject* object, Graphics* g) {
g->SetColor(Color(128,128,128));
SexyVector2 pos = object->GetPosition();
if (object->GetShapeType() == object->SEGMENT_SHAPE) {
SexyVector2 startpos = object->GetSegmentShapeBegin();
SexyVector2 endpos = object->GetSegmentShapeEnd();
g->DrawLine((int)startpos.x, (int)startpos.y, (int)endpos.x,(int)endpos.y);
}
}
/* watch it!, this is being called for every step in which a collision occurres, so in case of physics->SetSteps(3) it might get called 3 times in every Board->Update(). */
bool Board::HandleTypedCollision(CollisionObject* col){
/* Watch it! col->points and col are invalid when this function exits, so if you want to store its data, copy it!
col->object1 and col->object2 are not invalidated upon return */
/* collision between platform and lava */
SexyVector2 p = col->points[0].point;
pmanager->SpawnPS(explosion, p.x,p.y);
/*return true to make the collision happen, return false to cancel the collision*/
return true;
}
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