Ejemplo n.º 1
0
 public void Climb(ref Path p, ref RevoluteJoint j)
 {
     if (p.Bodies.IndexOf(j.Body2) != 0)
     {
         Vector2 nextPart = p.Bodies[p.Bodies.IndexOf(j.Body2) - 1].Position;
         j.Dispose();
         j = null;
         hBody.Position = new Vector2(hBody.Position.X - (hBody.Position.X - nextPart.X) / 3, hBody.Position.Y - (hBody.Position.Y - nextPart.Y) / 3);
     }
 }
Ejemplo n.º 2
0
        /// <summary>
        /// Creates a track.
        /// </summary>
        /// <param name="points">The points.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="mass">The mass.</param>
        /// <param name="endless">if set to <c>true</c> [endless].</param>
        /// <param name="collisionGroup">Collision group for the chain.</param>
        /// <param name="type">The joint/spring type.</param>
        /// <returns></returns>
        public Path CreateTrack(Vertices points, float width, float height, float mass, bool endless, int collisionGroup, LinkType type)
        {
            Path path = new Path(width, height, mass, endless); // create the path

            foreach (Vector2 v in points)
                path.Add(v); // add all the points to the path

            path.Update(); // update the path

            Geom geom;
            for (int i = 0; i < path.Bodies.Count; i++)
            {
                geom = GeomFactory.Instance.CreateRectangleGeom(path.Bodies[i], width, height);
                geom.CollisionGroup = collisionGroup;
                path.Add(geom); // add a geom to the chain
            }
            path.LinkBodies(type, Min, Max, SpringConstant, DampingConstant); // link bodies together

            return path;
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Creates a rope.
        /// </summary>
        /// <param name="start">The start.</param>
        /// <param name="end">The end.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="mass">The mass.</param>
        /// <param name="pinStart">if set to <c>true</c> [pin start].</param>
        /// <param name="pinEnd">if set to <c>true</c> [pin end].</param>
        /// <param name="type">The joint/spring type.</param>
        /// <returns></returns>
        public Path CreateRope(Vector2 start, Vector2 end, float width, float height, float mass, bool pinStart,
                               bool pinEnd, LinkType type)
        {
            Path path = new Path(width, height, mass, false); // create the path
            path.Add(start); // add starting point
            path.Add(Path.FindMidpoint(start, end));
            // add midpoint of line (must have this because my code needs at least 3 control points)
            path.Add(end); // add end point

            path.Update(); // call update to create all the bodies

            path.LinkBodies(type, Min, Max, SpringConstant, DampingConstant, SpringRestLengthFactor); // link bodies together

            if (pinStart)
                path.Add(JointFactory.Instance.CreateFixedRevoluteJoint(path.Bodies[0], start));
            if (pinEnd)
                path.Add(JointFactory.Instance.CreateFixedRevoluteJoint(path.Bodies[path.Bodies.Count - 1],
                                                                        path.ControlPoints[2]));

            foreach (Joint j in path.Joints)      // ropes need a little give ;)
            {
                j.BiasFactor = 0.01f;
                j.Softness = 0.05f;
            }

            return (path);
        }
Ejemplo n.º 4
0
        public override void LoadContent()
        {
            _chainTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 20, 10, Color.White,
                                                                 Color.Black);

            _obstaclesTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 40, 40, Color.Brown,
                                                                     Color.Black);

            _wheelTexture = DrawingHelper.CreateCircleTexture(ScreenManager.GraphicsDevice, 45, 2, Color.White, Color.Black);

            _chainOrigin = new Vector2(_chainTexture.Width / 2f, _chainTexture.Height / 2f);
            _wheelOrigin = new Vector2(_wheelTexture.Width / 2f, _wheelTexture.Height / 2f);
            _obstaclesOrigin = new Vector2(_obstaclesTexture.Width / 2f, _obstaclesTexture.Height / 2f);
            Vector2 center = new Vector2(400, 500);

            _controlPoints = new Vertices();
            _controlPoints.Add(new Vector2(-15, -50) + center);
            _controlPoints.Add(new Vector2(-50, -50) + center);
            _controlPoints.Add(new Vector2(-100, -25) + center);
            _controlPoints.Add(new Vector2(-100, 25) + center);
            _controlPoints.Add(new Vector2(-50, 50) + center);
            _controlPoints.Add(new Vector2(50, 50) + center);
            _controlPoints.Add(new Vector2(100, 25) + center);
            _controlPoints.Add(new Vector2(100, -25) + center);
            _controlPoints.Add(new Vector2(50, -50) + center);
            _controlPoints.Add(new Vector2(-10, -50) + center);

            _track = ComplexFactory.Instance.CreateTrack(PhysicsSimulator, _controlPoints, 20.0f, 10.0f, 3.0f, true, 2, LinkType.RevoluteJoint);

            foreach (Geom g in _track.Geoms)
                g.FrictionCoefficient = 1.0f;

            _wheel1 = BodyFactory.Instance.CreateCircleBody(PhysicsSimulator, 45, 30);
            _wheel1.Position = new Vector2(-50, 0) + center;
            _wheel2 = BodyFactory.Instance.CreateCircleBody(PhysicsSimulator, 45, 30);
            _wheel2.Position = new Vector2(50, 0) + center;

            _wheelg = GeomFactory.Instance.CreateCircleGeom(PhysicsSimulator, _wheel1, 45, 36);
            _wheelg.FrictionCoefficient = 1.0f;
            _wheelg = GeomFactory.Instance.CreateCircleGeom(PhysicsSimulator, _wheel2, 45, 36);
            _wheelg.FrictionCoefficient = 1.0f;

            _spring = SpringFactory.Instance.CreateLinearSpring(PhysicsSimulator, _wheel1, new Vector2(), _wheel2, new Vector2(), 5200, 3050);
            _spring.RestLength += 20;

            _obstacles = new GenericList<Body>(8);

            base.LoadContent();
        }
Ejemplo n.º 5
0
 public void Finish(PhysicsSimulator pS)
 {
     chain = ComplexFactory.Instance.CreateChain(pS, startV, endV, bodies, 1f, 1, LinkType.RevoluteJoint);
     JointFactory.Instance.CreateFixedRevoluteJoint(pS, chain.Bodies[0], startV);
     finished = true;
 }
Ejemplo n.º 6
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            kbCurrent = Keyboard.GetState();
            if (kbCurrent.IsKeyDown(Keys.Escape))
                this.Exit();
            if (kbCurrent.IsKeyDown(Keys.Right) | kbCurrent.IsKeyDown(Keys.D))
            {
                //heros.hBody.Position = new Vector2(heros.hBody.Position.X + 10, heros.hBody.Position.Y);
                heros.hBody.ApplyImpulse(new Vector2(40, 0));
                bgX += 2;
                if (bgX1 > 1024)
                    bgX = bgX - 1024;
                bgX1 += 4;
                if (bgX1 > 1024)
                    bgX1 = bgX1 - 1024;
            }
            if (kbCurrent.IsKeyDown(Keys.Left) | kbCurrent.IsKeyDown(Keys.A))
            {
                //heros.hBody.Position = new Vector2(heros.hBody.Position.X - 10, heros.hBody.Position.Y);
                heros.hBody.ApplyImpulse(new Vector2(-40, 0));
                bgX -= 2;
                if (bgX < 0)
                    bgX = bgX + 1024;
                bgX1 -= 4;
                if (bgX1 < 0)
                    bgX1 = bgX1 + 1024;
            }
            if (((kbCurrent.IsKeyDown(Keys.Up) & kbPrevious.IsKeyUp(Keys.Up))) | kbCurrent.IsKeyDown(Keys.W) & kbPrevious.IsKeyUp(Keys.W))
            {
                //heros.hBody.Position = new Vector2(heros.hBody.Position.X, heros.hBody.Position.Y-10);
                //if (heros.hBody.GetVelocityAtLocalPoint(new Vector2(16,16)).Y>=-30)
                //    heros.hBody.ApplyImpulse(new Vector2(0, -800));
                if (hand==null)
                    heros.Jump(-3200);
            }
            if (kbCurrent.IsKeyDown(Keys.Down))
            {
                //heros.hBody.Position = new Vector2(heros.hBody.Position.X, heros.hBody.Position.Y + 10);
            }

            foreach (Path p in pltfrm.rBodies.swings)
                foreach (Body b in p.Bodies)
                    if (heros.hGeom.Collide(b.Position) & hand == null)
                    {
                        hand = JointFactory.Instance.CreateRevoluteJoint(physicsSimulator, heros.hBody, b, heros.hBody.Position);
                        heldRope = p;
                    }
            if ((kbCurrent.IsKeyDown(Keys.Up)|kbCurrent.IsKeyDown(Keys.W)) & hand != null)
                heros.Climb(ref heldRope, ref hand);
            if ((kbCurrent.IsKeyDown(Keys.Down) | kbCurrent.IsKeyDown(Keys.S)) & hand != null)
                heros.SlideDown(ref heldRope, ref hand);

            camera.Update(kbCurrent, kbPrevious);
            mouseHandle();
            physicsSimulator.Update(gameTime.ElapsedGameTime.Milliseconds * .001f);
            kbPrevious = kbCurrent;
            base.Update(gameTime);
        }
Ejemplo n.º 7
0
        /// <summary>
        /// Creates a rope.
        /// </summary>
        /// <param name="start">The start.</param>
        /// <param name="end">The end.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="mass">The mass.</param>
        /// <param name="pinStart">if set to <c>true</c> [pin start].</param>
        /// <param name="pinEnd">if set to <c>true</c> [pin end].</param>
        /// <param name="collisionGroup">Collision group for the chain.</param>
        /// <param name="type">The joint/spring type.</param>
        /// <returns></returns>
        public Path CreateRope(Vector2 start, Vector2 end, float width, float height, float mass, bool pinStart,
                               bool pinEnd, int collisionGroup, LinkType type)
        {
            Path path = new Path(width, height, mass, false); // create the path
            path.Add(start); // add starting point
            path.Add(Path.FindMidpoint(start, end));
            // add midpoint of line (must have this because my code needs at least 3 control points)
            path.Add(end); // add end point

            path.Update(); // call update to create all the bodies

            Geom geom;
            for (int i = 0; i < path.Bodies.Count; i++)
            {
                geom = GeomFactory.Instance.CreateRectangleGeom(path.Bodies[i], width, height);
                geom.collisionGroup = collisionGroup;
                path.Add(geom); // add a geom to the chain
            }
            path.LinkBodies(type, Min, Max, SpringConstant, DampingConstant); // link bodies together

            if (pinStart)
                path.Add(JointFactory.Instance.CreateFixedRevoluteJoint(path.Bodies[0], start));
            if (pinEnd)
                path.Add(JointFactory.Instance.CreateFixedRevoluteJoint(path.Bodies[path.Bodies.Count - 1],
                                                                        path.ControlPoints[2]));

            foreach (Joint j in path.Joints)      // ropes need a little give ;)
            {
                j.BiasFactor = 0.01f;
                j.Softness = 0.05f;
            }

            return (path);
        }
Ejemplo n.º 8
0
 public void SlideDown(ref Path p, ref RevoluteJoint j)
 {
     if (p.Bodies.IndexOf(j.Body2) != p.Bodies.Count - 1)
     {
         Vector2 nextPart = p.Bodies[p.Bodies.IndexOf(j.Body2) + 1].Position;
         j.Dispose();
         j = null;
         hBody.Position = new Vector2(hBody.Position.X - (hBody.Position.X - nextPart.X) / 3, hBody.Position.Y - (hBody.Position.Y - nextPart.Y) / 3);
     }
     else
     {
         j.Dispose();
         j = null;
         hBody.Position = new Vector2(hBody.Position.X, hBody.Position.Y + 10);
     }
 }
Ejemplo n.º 9
0
        public override void LoadContent()
        {
            _chainTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 20, 20, Color.White,
                                                                 Color.Black);
            _chainOrigin = new Vector2(_chainTexture.Width / 2f, _chainTexture.Height / 2f);

            _chain = ComplexFactory.Instance.CreateChain(PhysicsSimulator, new Vector2(150, 100), new Vector2(200, 300), 20.0f, 10.0f, 1, true, false, LinkType.RevoluteJoint);
            _chain.CreateGeoms(PhysicsSimulator, 1);

            _chainPin = ComplexFactory.Instance.CreateChain(PhysicsSimulator, new Vector2(250, 100), new Vector2(300, 300), 20.0f, 10.0f, 1, true, false, LinkType.PinJoint);
            _chainPin.CreateGeoms(PhysicsSimulator, 2);

            ComplexFactory.Instance.SpringConstant = 150;        // values inside let us setup additional parameters
            ComplexFactory.Instance.DampingConstant = 10;
            ComplexFactory.Instance.SpringRestLengthFactor = 1f;
            _chainSpring = ComplexFactory.Instance.CreateChain(PhysicsSimulator, new Vector2(350, 100), new Vector2(400, 300), 20.0f, 10.0f, 1, true, false, LinkType.LinearSpring);
            _chainSpring.CreateGeoms(PhysicsSimulator, 3);

            ComplexFactory.Instance.Min = 0;
            ComplexFactory.Instance.Max = 15;
            _chainSlide = ComplexFactory.Instance.CreateChain(PhysicsSimulator, new Vector2(450, 100), new Vector2(500, 300), 20.0f, 10.0f, 1, true, false, LinkType.SliderJoint);
            _chainSlide.CreateGeoms(PhysicsSimulator, 4);

            ComplexFactory.Instance.SpringConstant = 300;        // values inside let us setup additional parameters
            ComplexFactory.Instance.DampingConstant = 10;
            ComplexFactory.Instance.SpringRestLengthFactor = 0.1f;
            _chainSpring2 = ComplexFactory.Instance.CreateChain(PhysicsSimulator, new Vector2(650, 100), new Vector2(600, 600), 20.0f, 10.0f, 40.0f, 1, true, false, LinkType.LinearSpring);
            _chainSpring2.CreateGeoms(PhysicsSimulator, 5);

            base.LoadContent();
        }