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/* W.P. van Paassen */
#include "Board.h"
#include "GameApp.h"
#include "Graphics.h"
#include "SexyVector.h"
// See the Draw method for more information on using the Color class.
#include "Color.h"
// We're going to add our own button widget, which requires knowing about the
// WidgetManager.
#include "WidgetManager.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->SetPhysicsListener(this);
physics->Init();
InitDemo();
}
void Board::InitDemo() {
physics->SetSteps(3);
physics->ResizeStaticHash(50.0f,999);
physics->ResizeActiveHash(50.0f,999);
physics->SetGravity(SexyVector2(0,300));
PhysicsObject* obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(0,475), SexyVector2(625, 475), 0.0f, 1.0f, 1.0f);
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(635,0), SexyVector2(635, 475), 0.0f,1.0f,1.0f);
int num = 4;
SexyVector2 verts[] = {
SexyVector2(-7,-15),
SexyVector2(-7, 15),
SexyVector2( 7, 15),
SexyVector2( 7,-15),
};
for(int i=0; i<47; i++){
int j = i + 1;
SexyVector2 a(i*10, i*10);
SexyVector2 b(j*10, i*10);
SexyVector2 c(j*10, j*10);
PhysicsObject* obj = physics->CreateStaticObject();
obj->AddSegmentShape(a, b, 0.0f,1.0f,1.0f);
obj = physics->CreateStaticObject();
obj->AddSegmentShape(b, c, 0.0f,1.0f,1.0f);
}
float moment = physics->ComputeMomentForPoly(1.0, num, verts, SexyVector2(0,-15));
moment += physics->ComputeMomentForCircle(1.0, 0.0, 25.0, SexyVector2(0,15));
obj = physics->CreateObject(1.0f, moment);
obj->AddPolyShape(num, verts, SexyVector2(0.0f,-15.0f),0.0f,1.5f);
obj->SetPosition(SexyVector2(40, 0));
obj->SetAngularVelocity(-1.0f);
obj->AddCircleShape(25.0, SexyVector2(0,15),0.9f,1.5f);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
Board::~Board()
{
delete physics;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
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();
// 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)
{
// 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 clearing the screen to black.
// As you'll recall from Demo1, we set the color with SetColor
// and pass in a Color object that contains either 3 or 4 parameters,
// that represent the r,g,b,a values (alpha is 255 if only 3 specified).
g->SetColor(Color(255, 255, 255));
g->FillRect(0, 0, mWidth, mHeight);
// Now let's try drawing a stretched image. We'll draw the original image
// stretched to twice its size. Drawing a stretched image is exactly like
// drawing a normal image, except that you have two extra parameters:
// the stretched width and height. You can use this to draw a shrunk version
// of the image as well (which we'll do second)
physics->Draw(g);
}
void Board::DrawPhysicsObject(PhysicsObject* object, Graphics* g) {
g->SetColor(Color(128,128,128));
SexyVector2 pos = object->GetPosition();
int shape_index = object->GetCollidingShapeIndex();
if (object->GetShapeType(shape_index) == object->CIRCLE_SHAPE) {
float radius = object->GetCircleShapeRadius(shape_index);
SexyVector2 center = object->GetCircleShapeCenter(shape_index);
float angle = object->GetAngle();
const int segs = 15;
const float coef = 2.0f*M_PI/(float)segs;
for(int n = 0; n < segs - 1; n++){
float rads_begin = n*coef;
float rads_end = (n+1)*coef;
g->DrawLine((int)(radius*cosf(rads_begin + angle) + center.x), (int)(radius*sinf(rads_begin + angle) + center.y),
(int)(radius*cosf(rads_end + angle) + center.x), (int)(radius*sinf(rads_end + angle) + center.y));
}
float rads_begin = (segs-1)*coef;
g->DrawLine((int)(radius*cosf(rads_begin + angle) + center.x), (int)(radius*sinf(rads_begin + angle) + center.y),
(int)(radius*cosf(angle) + center.x), (int)(radius*sinf(angle) + center.y));
g->DrawLine((int)(radius*cosf(angle) + center.x), (int)(radius*sinf(angle) + center.y),
(int)pos.x, (int)pos.y);
}
else if (object->GetShapeType(shape_index) == object->SEGMENT_SHAPE) {
SexyVector2 startpos = object->GetSegmentShapeBegin(shape_index);
SexyVector2 endpos = object->GetSegmentShapeEnd(shape_index);
g->DrawLine((int)startpos.x, (int)startpos.y, (int)endpos.x,(int)endpos.y);
}
else if (object->GetShapeType(shape_index) == object->POLY_SHAPE) {
int num = object->GetNumberVertices(shape_index);
for (int i = 0; i < num - 1; ++i) {
SexyVector2 startpos = object->GetVertex(i,shape_index);
SexyVector2 endpos = object->GetVertex(i + 1,shape_index);
g->DrawLine((int)startpos.x, (int)startpos.y, (int)endpos.x,(int)endpos.y);
}
SexyVector2 startpos = object->GetVertex(num - 1,shape_index);
SexyVector2 endpos = object->GetVertex(0,shape_index);
g->DrawLine((int)startpos.x, (int)startpos.y, (int)endpos.x,(int)endpos.y);
}
g->SetColor(Color(0,0,255));
g->DrawLine((int)pos.x, (int)pos.y, (int)pos.x + 1,(int)pos.y);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::AddedToManager(WidgetManager* theWidgetManager)
{
// At this point, the Board class has already been added to the
// widget manager. We should call our parent class' method
// so that it can be sure to perform any needed tasks, first.
Widget::AddedToManager(theWidgetManager);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Board::RemovedFromManager(WidgetManager* theWidgetManager)
{
// This is called after we've been removed from the widget manager.
// Again, we should let our base class do anything it needs to, first.
Widget::RemovedFromManager(theWidgetManager);
}
void Board::KeyDown(KeyCode theKey) {
if (theKey == KEYCODE_SPACE) {
physics->Clear();
physics->Init();
InitDemo();
}
}
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