public CubeSet(PhysicsController physicsController, TextureStore textureStore, Vector2 position, int playnum, PhysicsGame.Game1.RoundSpecific cr) { currentRound = cr; this.textureStore = textureStore; this.physicsController = physicsController; //sound = s; if (playnum == 1) { ID = PhysicsGameObject.PhysicsMapID.player1; } else { ID = PhysicsGameObject.PhysicsMapID.player2; } CubeNode rootNode = createNode(new CubeDescription(CubeType.PlainCube)); rootNode.physicalObject.boxBody.Position = position; cubeLookUp = new Dictionary <Vector2, CubeNode>(); rootNode.positionIndex = new Vector2(); cubeLookUp[rootNode.positionIndex] = rootNode; changeSelecetedNode(rootNode.positionIndex); rootNode.physicalObject.boxBody.Position = position; }
// ==================================================== public void Initialize() { prevPos = VectorUtils.GetPosition2D(transform.position); nextFireTime = MinigameTimeManager.instance.time; joystickController = GetComponent <JoystickController>(); joystickController.Initialize(); MinigameTimeManager.instance.onTimeScaleChanged += OnTimeScaleChangedHandler; Director.instance.OnPlayerSpawn(this); physicsController = GetComponent <PhysicsController>(); physicsController.shouldUseSlopes = true; physicsController.SetCollisionLayers(LayerMask.GetMask(new string[] { "InvisibleWallLayer", "LevelLayer", "MoveBoxLayer" }), LayerMask.GetMask(new string[] { "InvisibleWallLayer", "LevelLayer", "MoveBoxLayer", "OneWayPlatformLayer" })); physicsController.Initialize(); hitboxReferences = GetComponentsInChildren <PlayerHitboxReference>(); foreach (PlayerHitboxReference hitboxReference in hitboxReferences) { hitboxReference.player = this; } isDead = false; }
void Awake() { player = GetComponent <PhysicsController>(); cc = GetComponent <CharController>(); loopTracker = GetComponent <LoopTracker>(); cannon = GetComponent <CannonLookAtMouse>(); }
private List <Point[]> CalculateContiniousPath() { const float MAX_DISTANCE = 100; const float PATH_STEP = 1f; var objects = world.Objects.Select(x => x.Clone()).ToList(); //objects.Add(launchObject); var objectsPath = new Dictionary <GravityObject, List <Point> >(); for (var i = 0f; i < MAX_DISTANCE; i += PATH_STEP) { foreach (var obj in objects) { if (!objectsPath.ContainsKey(obj)) { objectsPath.Add(obj, new List <Point>()); } objectsPath[obj].Add(new Point((int)obj.Position.X, (int)obj.Position.Y)); PhysicsController.CalcStepFor(obj, objects, PATH_STEP); obj.Position += obj.Velocity * PATH_STEP; } } return(objectsPath.Select(x => x.Value.ToArray()).ToList()); }
void Awake() { meshFilter = GetComponent <MeshFilter>(); physicsController = GetComponent <PhysicsController>(); // Set placeholder bounding box. boundingBox = new Bounds(transform.position, transform.localScale); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { floorTiles = Content.Load <Texture2D>("TempleFloor.png"); //playerTexture = Content.Load<Texture2D>("protagonistBodyAnimations"); playerTexture = Content.Load <Texture2D>("dreamManAnimations.png"); debugSquare = Content.Load <Texture2D>("debugSquare"); arielBlackFont = Content.Load <SpriteFont>("SpriteFont1"); device = graphics.GraphicsDevice; spriteBatch = new SpriteBatch(GraphicsDevice); origin.X = graphics.PreferredBackBufferWidth / 2; origin.Y = graphics.PreferredBackBufferHeight / 2; inputHandler = new InputHandler(origin); random = new Random(); tileRect = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); cam = new Camera(spriteBatch, tileRect, debugSquare); //actors = new List<Actor>(); aiController = new AIController(); actorController = new ActorController(); physicsController = new PhysicsController(); worldManager = new WorldManager(random); worldManager.initWorldConfig(Content, "content/Worlds.xml"); worldManager.initStartingWorld(); soundManager = new SoundManager(); soundManager.initSoundConfig(Content, "content/sfx/Sounds.xml"); actorManager = new ActorManager(); actorManager.initActorConfig(Content, "content/Actors.xml"); actorManager.spawnActors(worldManager.curWorld.getSpawns()); }
protected virtual void OnCollisionStay2D(Collision2D collision) { if (!Common.FUNC.IsStageTag(collision.gameObject.tag)) { return; } foreach (ContactPoint2D contact in collision.contacts) { Vector2 p = contact.point - Common.FUNC.ParseVector2(myTran.position); if ((p.x > 0 && myVelocity.x > 0) || (p.x < 0 && myVelocity.x < 0)) { //Unitの前方で衝突 PhysicsController phyCtrl = collision.gameObject.GetComponent <PhysicsController>(); if (phyCtrl != null && strength > 0 && phyCtrl.IsPlayer() != IsPlayer()) { float stageStrength = phyCtrl.GetStrength(); phyCtrl.Scrape(strength); strength -= stageStrength; } if (strength <= 0) { strength = 0; StartCoroutine(Stack(1.5f)); } } FlickFromStage(p); } }
/* * Textures found at: * http://www.solarsystemscope.com/nexus/textures/planet_textures/ */ public RenderWindow(int width, int height, OpenTK.Graphics.GraphicsMode mode, string title) : base(width, height, mode, title) { physController = new PhysicsController(); camController = new CameraController(new double[] { 0, 0.0f, -10000000 });//new double[] { -1000000.0f, 0.0f, -1000000.0f }); graphController = new GraphicsController(); graphController.ReadObjFile("sphere.obj"); graphController.ReadSkyObjFile("skybox.obj"); int[] newTextureIds = new int[8]; GL.GenTextures(8, newTextureIds); newTextureIds[0] = graphController.LoadTexture("Textures/texture_sun.jpg"); newTextureIds[1] = graphController.LoadTexture("Textures/texture_earth_clouds.jpg"); newTextureIds[2] = graphController.LoadTexture("Textures/texture_mercury.jpg"); newTextureIds[3] = graphController.LoadTexture("Textures/texture_venus_surface.jpg"); newTextureIds[4] = graphController.LoadTexture("Textures/texture_mars.jpg"); newTextureIds[5] = graphController.LoadTexture("Textures/texture_jupiter.jpg"); newTextureIds[6] = graphController.LoadTexture("Textures/texture_saturn.jpg"); newTextureIds[7] = graphController.LoadTexture("Textures/texture_moon.jpg"); skyboxTextureId = graphController.LoadTexture("Textures/texture_skybox.jpg"); textureIds = newTextureIds; // Skybox double[] skyboxPos = new double[] { (float)-Math.Pow(10, 11) / 2, (float)-Math.Pow(10, 11) / 2, (float)-Math.Pow(10, 11) / 2 }; skybox = new SimObject(skyboxPos, new PhysicsObject(), graphController.CreateSkyboxObj(1)); }
//user-defined gravity public PhysicsManager(Game game, StatusType statusType, Vector3 gravity) : base(game, statusType) { physicSystem = new PhysicsSystem(); //add cd/cr system physicSystem.CollisionSystem = new CollisionSystemSAP(); //allows us to define the direction and magnitude of gravity - default is (0, -9.8f, 0) physicSystem.Gravity = gravity; //prevents bug where objects would show correct CDCR response when velocity == Vector3.Zero physicSystem.EnableFreezing = false; physicSystem.SolverType = PhysicsSystem.Solver.Normal; physicSystem.CollisionSystem.UseSweepTests = true; //affect accuracy and the overhead == time required physicSystem.NumCollisionIterations = 8; physicSystem.NumContactIterations = 8; physicSystem.NumPenetrationRelaxtionTimesteps = 12; #region SETTING_COLLISION_ACCURACY //affect accuracy of the collision detection physicSystem.AllowedPenetration = 0.00025f; physicSystem.CollisionTollerance = 0.0005f; #endregion SETTING_COLLISION_ACCURACY physCont = new PhysicsController(); physicSystem.AddController(physCont); }
void Awake() { player = GetComponent <PhysicsController>(); animator = GetComponent <Animator>(); mouseAnim = GetComponent <CannonLookAtMouse>(); pickupObject = GetComponent <PlayerPickupObject>(); }
private void Initialize() { if (!character) { character = GameObject.Find("Character"); } if (!boxCollider) { boxCollider = GetComponent <BoxCollider2D>(); } if (SettingsIsNull) { settings = CreateInstance <RaycastSettings>(); } if (InitializePlatformerController) { platformerController = GetComponent <PlatformerController>(); } if (InitializeLayerMaskController) { layerMaskController = GetComponent <LayerMaskController>(); } if (InitializePhysicsController) { physicsController = GetComponent <PhysicsController>(); } if (DataIsNull) { Data = CreateInstance <RaycastData>(); } Data.OnInitialize(ref boxCollider, ref character, settings); }
void Start() { input = GetComponent <InputController>(); physicsController = GetComponent <PhysicsController>(); actionController = GetComponent <ActionController>(); state = CharacterState.State.Idle; }
//ステージに衝突 protected override bool HitStage(GameObject obj) { base.HitStage(obj); //エフェクトの場合スルー if (tag == Common.CO.TAG_EFFECT) { return(false); } switch (obj.tag) { case Common.CO.TAG_OBJECT: case Common.CO.TAG_EQUIP_OBJECT: PhysicsController phyCtrl = obj.GetComponent <PhysicsController>(); if (phyCtrl.IsPlayer() != IsPlayer()) { float myStrength = GetStrength(); float enemyStrength = phyCtrl.GetStrength(); phyCtrl.Scrape(myStrength); Scrape(enemyStrength); } break; default: Break(); break; } return(true); }
// Initialises all variables and gets the physics component. public override void Initialise() { base.Initialise(); physics = GetComponent <PhysicsController>(); dashAudio = GetComponent <AudioSource>(); player = transform.Find("Visuals"); //dashIcon = player.Find("DashIcon").GetComponent<Renderer>(); dashIcon = Camera.main.transform.GetChild(14).gameObject; dashIcon.SetActive(false); dashIcon2.SetActive(false); physics.Initialise(); physics.onCollision += onPlayerCollision; physics.onNearMiss += OnPlayerNearMiss; physics.onRingHit += OnPlayerRingHit; physics.onRelicHit += OnPlayerRelicHit; physics.onPlayerCollect += OnPlayerCollect; comboCoroutine = ComboTimer(); if (PlayerPrefs.HasKey("INVERT_Y")) { invertY = true; } else { invertY = false; } }
public IEnumerator FreezePlayers(Collider2D _collider) { PhysicsController _otherPhys = _collider.gameObject.GetComponent <PhysicsController>(); SpellCharges _otherCharge = _collider.gameObject.GetComponent <SpellCharges>(); Animator _otherAnimator = _collider.gameObject.GetComponent <Animator>(); _otherPhys.PausePhysics(true); _otherCharge.SetFreezeTimer(true); _otherAnimator.speed = 0.0f; SFXManager.PlayOneShot(m_reference.GetComponent <AudioSource>(), SFXManager.GetHitEffect()); yield return(new WaitForSeconds(0.2f)); _collider.gameObject.GetComponent <PlayerFSM>().SetCurrentState(PlayerFSM.States.HIT, true); _otherPhys.ClearValues(); _otherPhys.PausePhysics(false); _otherCharge.SetFreezeTimer(false); _otherAnimator.speed = 1.0f; ApplyForce(_collider); DestroyObject(); }
void Start() { collider = GetComponent <BoxCollider> (); direction = Vector2.up; direction.Normalize(); phys = gameObject.GetComponent <PhysicsController> (); }
void Start() { //Subscribe for local events m_OnPauseStateChanged += UIManager.HandlePauseChangeState; m_OnScoreUpdate += UIManager.UpdateScore; //Initialize AI m_AIManager = new AIManager(GameSettings.TimeBetweenShoots); //Initialize UI UIManager.OnPauseChange += ChangePause; UIManager.Init(); //Initialize Input m_InputManager = new InputManager(); //Set weight to the sun SunObject.Weight = GameSettings.SunWeight; //Initialize physics and add sun as attractor PhysicsController = new PhysicsController(); PhysicsController.AddAttractor(SunObject); //Create player and enemies CreatePlayers(); }
// Use this for initialization void Start () { pPhysics = GetComponent<PhysicsController>(); moveAmount = new Vector2(); defaultXScale = transform.localScale.x; StartCoroutine(computeState()); startPosition = this.transform.position; map = GameObject.FindObjectOfType<Map>(); }
private void Start() { accelModifier = defaultAccelModifier; thisRigidybody = GetComponent <Rigidbody>(); psC = this.GetComponent <PhysicsController>(); animationController = this.GetComponent <AnimationController>(); gravityDirection = defaultGravity; }
void Start() { phys = gameObject.GetComponent <PhysicsController> (); velocity = Vector2.zero; wall = Vector2.zero; againstWall = false; canBounce = true; }
// ==================================================== public virtual void Start() { physicsController = GetComponent <PhysicsController>(); physicsController.shouldUseSlopes = true; physicsController.SetCollisionLayers(LayerMask.GetMask(new string[] { "InvisibleWallLayer", "LevelLayer", "MoveBoxLayer" }), LayerMask.GetMask(new string[] { "InvisibleWallLayer", "LevelLayer", "MoveBoxLayer", "OneWayPlatformLayer" })); physicsController.Initialize(); }
// Start is called before the first frame update void Start() { status = GetComponent <StatusController>(); physics = GetComponent <PhysicsController>(); rb = transform.parent.GetComponent <Rigidbody2D>(); animator = spriteHandle.GetComponent <Animator>(); sprite = spriteHandle.GetComponent <SpriteRenderer>(); }
internal GameController(ContentManager manager) { _Physics = new PhysicsController(); _TextureDictionary = new NeuralNetworkDictionary(manager); //Loads textures _AssetList = new List <Asset>(); ResetMap(); }
void Start() { //Alternative to using a prefab //Debug.DrawLine(new Vector3(-5, 5, 0), new Vector3(5, 5, 0), Color.white, 2); physicsController = new PhysicsController(); physicsController.setParticles(particles); physicsController.setElasticBodies(elasticBodies); physicsController.setHardBodies(hardBodies); }
// Use this for initialization void Start() { pPhysics = GetComponent <PhysicsController>(); moveAmount = new Vector2(); defaultXScale = transform.localScale.x; StartCoroutine(computeState()); startPosition = this.transform.position; map = GameObject.FindObjectOfType <Map>(); }
internal GameController(CastleDungeonEscape main) { _GameWorld = new List <MapObject>(); _PhysicsController = new PhysicsController(); _UserInterface = new InterfaceController(); _Input = new InputController(this); _WorldCreationController = new WorldCreationController(); _Saws = new List <MovingSaw>(); _Main = main; }
public RigidBody(PhysicsController physics) { Physics = physics; Id = Guid.NewGuid(); Physics.GetSolver().onAdd += point => { ContactAdd?.Invoke(point); }; }
// Use this for initialization void Start() { _animationHandler = GetComponent <PlayerAnimationHandler>(); _animationHandler.Stay(); _physicsController = GetComponent <PhysicsController>(); _isPlayerInStartPointOfAnyMovableObject = false; _objectToMove = null; }
private void Awake() { startingPos = transform.position; LoopManager.StartReplay += StartReplay; LoopManager.ResetReplay += Reset; cannon = GetComponent <CannonLookAtMouse>(); physController = GetComponent <PhysicsController>(); }
protected override void Move(Vector2 delta) { if (!PlayerController.playing) { return; } delta = direction * bulletSpeed * Time.deltaTime; float distance = delta.magnitude; if (distance > deadZone) { int count = rb.Cast(delta, contactFilter, hitBuffer, distance + padding); hitBufferList.Clear(); for (int i = 0; i < count; i++) { hitBufferList.Add(hitBuffer[i]); } for (int i = 0; i < hitBufferList.Count; i++) { PhysicsController pc = hitBufferList[i].transform.GetComponent <PhysicsController>(); if (pc != null) { pc.hit(gameObject); } Vector2 currNormal = hitBufferList[i].normal; if (currNormal.y > minGroundNormalY) { grounded = true; if (delta.y != 0) { groundNormal = currNormal; currNormal.x = 0; } } float dotProduct = Vector2.Dot(velocity, currNormal); if (dotProduct < 0) { velocity -= dotProduct * currNormal; } float modDistance = hitBufferList[i].distance - padding; distance = modDistance < distance ? modDistance : distance; } } rb.position += delta.normalized * distance; }
public HipsterEngine(float width, float height) { Physics = new PhysicsController(this); Surface = new Surface(); Surface.Width = width; Surface.Height = height; Particles = new ParticlesController(); Screens = new ScreenController(this); DeltaTime = new DeltaTime(); Files = new Files.Files(); }