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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(0,470), SexyVector2(640, 470), 0.0f,1.0f,1.0f);
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(0,325), SexyVector2(250, 490), 0.0f,1.0f,1.0f);
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(300,495), SexyVector2(660, 375), 0.0f,1.0f,1.0f);
obj = physics->CreateStaticObject();
obj->AddSegmentShape(SexyVector2(640,0), SexyVector2(640, 480), 0.0f,1.0f,1.0f);
PhysicsObject* static_obj = physics->CreateStaticObject();
PhysicsObject* static_obj2 = physics->CreateStaticObject();
static_obj2->SetPosition(SexyVector2(440,200));
PhysicsObject* obj1 = MakeBox(SexyVector2(460,200));
PhysicsObject* obj2 = MakeBox(SexyVector2(500,200));
PhysicsObject* obj3 = MakeBox(SexyVector2(540,200));
PhysicsObject* obj4 = MakeBox(SexyVector2(580,200));
physics->CreatePivotJoint(static_obj2, obj1, SexyVector2(440,200));
physics->CreatePivotJoint(static_obj2, obj2, SexyVector2(440,200));
physics->CreatePivotJoint(static_obj2, obj3, SexyVector2(440,200));
physics->CreatePivotJoint(static_obj2, obj4, SexyVector2(440,200));
obj1 = MakeBox(SexyVector2(220,180));
obj2 = MakeBox(SexyVector2(260,180));
obj3 = MakeBox(SexyVector2(300,180));
obj4 = MakeBox(SexyVector2(340,180));
float max = 25.0f;
float min = 10.0f;
physics->CreateSlideJoint(static_obj, obj1, SexyVector2(195,180), SexyVector2(-15,0), min,max);
physics->CreateSlideJoint(obj1, obj2, SexyVector2(15,0), SexyVector2(-15,0), min,max);
physics->CreateSlideJoint(obj2, obj3, SexyVector2(15,0), SexyVector2(-15,0), min,max);
physics->CreateSlideJoint(obj3, obj4, SexyVector2(15,0), SexyVector2(-15,0), min,max);
physics->CreateSlideJoint(obj4, static_obj, SexyVector2(15,0), SexyVector2(355,180), min,max);
obj1 = MakeBox(SexyVector2(320,10));
obj2 = MakeBox(SexyVector2(360,10));
obj3 = MakeBox(SexyVector2(400,10));
obj4 = MakeBox(SexyVector2(440,10));
physics->CreatePinJoint(static_obj, obj1, SexyVector2(195,10), SexyVector2(-15,0));
physics->CreatePinJoint(obj1, obj2, SexyVector2(15,0), SexyVector2(-15,0));
physics->CreatePinJoint(obj2, obj3, SexyVector2(15,0), SexyVector2(-15,0));
physics->CreatePinJoint(obj3, obj4, SexyVector2(15,0), SexyVector2(-15,0));
physics->CreatePinJoint(obj4, static_obj, SexyVector2(15,0), SexyVector2(355,10));
int num = 4;
SexyVector2 verts[] = {
SexyVector2(-20,-15),
SexyVector2(-20, 15),
SexyVector2( 20, 15),
SexyVector2( 20,-15),
};
chassis = physics->CreateObject(1.0f, physics->ComputeMomentForPoly(1.0f, num, verts, SexyVector2(0.0f,0.0f)));
chassis->AddPolyShape(num, verts, SexyVector2(0.0f,0.0f),0.0f,1.0f);
chassis->SetPosition(SexyVector2(60, 250));
float radius = 15;
float wheel_mass = 0.3;
SexyVector2 offset = SexyVector2(radius + 30, 25);
wheel1 = physics->CreateObject(10.0f, physics->ComputeMomentForCircle(wheel_mass, 0.0f, radius, SexyVector2(0.0f,0.0f)));
wheel1->SetPosition(chassis->GetPosition() + offset);
wheel1->AddCircleShape(radius, SexyVector2(0,0),0.0f,2.5f);
wheel1->SetVelocity(chassis->GetVelocity());
physics->CreatePinJoint(chassis, wheel1, SexyVector2(0,0), SexyVector2(0,0));
wheel2 = physics->CreateObject(10.0f, physics->ComputeMomentForCircle(wheel_mass, 0.0f, radius, SexyVector2(0.0f,0.0f)));
wheel2->SetPosition(chassis->GetPosition() + SexyVector2(-offset.x, offset.y));
wheel2->AddCircleShape(radius, SexyVector2(0,0),0.0f,2.5f);
wheel2->SetVelocity(chassis->GetVelocity());
physics->CreatePinJoint(chassis, wheel2, SexyVector2(0,0), SexyVector2(0,0));
}
PhysicsObject* Board::MakeBox(const SexyVector2& position)
{
int num = 4;
SexyVector2 verts[] = {
SexyVector2(-15,-7),
SexyVector2(-15, 7),
SexyVector2( 15, 7),
SexyVector2( 15,-7)
};
PhysicsObject* obj;
obj = physics->CreateObject(1.0f, physics->ComputeMomentForPoly(1.0f, num, verts, SexyVector2(0.0f,0.0f)));
obj->AddPolyShape(num, verts, SexyVector2(0.0f,0.0f),0.0f,1.0f);
obj->SetPosition(position);
return obj;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
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);
//draw all joints
g->SetColor(Color(0,0,255));
std::vector<std::pair<SexyVector2, SexyVector2> > j = physics->GetJoints();
std::vector<std::pair<SexyVector2, SexyVector2> >::const_iterator jit = j.begin();
while (jit != j.end()) {
SexyVector2 start = (*jit).first;
SexyVector2 end = (*jit).second;
g->DrawLine((int)start.x, (int)start.y, (int)end.x, (int)end.y);
++jit;
}
//draw saved collision points
g->SetColor(Color(255,0,0));
std::vector<SexyVector2>::const_iterator it = points.begin();
while (it != points.end()) {
SexyVector2 pos = (*it);
g->DrawLine((int)pos.x - 2, (int)pos.y, (int)pos.x + 2, (int)pos.y);
g->DrawLine((int)pos.x, (int)pos.y - 2, (int)pos.x, (int)pos.y + 2);
++it;
}
points.clear();
}
void Board::HandleCollision(CollisionObject* col) {
//Watch it!! col pointer and its object are invalid when this function exits, so if you want to store its data, copy it!
for (int i = 0; i < col->num_points; ++i) {
points.push_back(SexyVector2(col->points[i].point.x, col->points[i].point.y));
}
}
void Board::DrawPhysicsObject(PhysicsObject* object, Graphics* g) {
g->SetColor(Color(128,128,128));
SexyVector2 pos = object->GetPosition();
if (object->GetShapeType() == object->CIRCLE_SHAPE) {
float radius = object->GetCircleShapeRadius();
SexyVector2 center = object->GetCircleShapeCenter();
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() == 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);
}
else if (object->GetShapeType() == object->POLY_SHAPE) {
int num = object->GetNumberVertices();
for (int i = 0; i < num - 1; ++i) {
SexyVector2 startpos = object->GetVertex(i);
SexyVector2 endpos = object->GetVertex(i + 1);
g->DrawLine((int)startpos.x, (int)startpos.y, (int)endpos.x,(int)endpos.y);
}
SexyVector2 startpos = object->GetVertex(num - 1);
SexyVector2 endpos = object->GetVertex(0);
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::BeforePhysicsStep() {
chassis->ResetForces();
wheel1->ResetForces();
wheel2->ResetForces();
physics->ApplySpringForce(chassis, wheel1, SexyVector2(40,-15), SexyVector2(0,0), 50.0f, 150.0f, 10.0f);
physics->ApplySpringForce(chassis, wheel2, SexyVector2(-40,-15), SexyVector2(0,0), 50.0f, 150.0f, 10.0f);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
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) {
points.clear();
physics->Clear();
physics->Init();
InitDemo();
}
else if (theKey == KEYCODE_ESCAPE) {
exit(0);
}
}
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