Example #1
0
    void CreateDecor(Vector3 position, Vector3 leftVector)
    {
        _discard++;
        if (_discard % 3 != 0)
        {
            return;
        }

        double chance = _noise.Evaluate(position.X * 0.2f, 0) + 1;
        Node   n      = null;
        bool   isTree = false;

        if (chance < 1.2f)
        {
            //grasses
            int r = _rng.Next(6);

            if (r < 4)
            {
                n = Racer2D.CreateSpriteNode(_decors[r], 3, false);
            }
        }
        else if (chance < 1.3f)
        {
            int r = _rng.Next(4) + 4;
            n = Racer2D.CreateSpriteNode(_decors[r], 4, false);
        }
        else if (chance < 1.7f)
        {
            if (Math.Abs(leftVector.Y) < 0.1f) //Vector3.Dot(leftVector, Vector3.Left))
            {
                int r = _rng.Next(3) + 8;
                n         = Racer2D.CreateSpriteNode(_decors[r], 4, false);
                n.Scale2D = n.Scale2D *= 1 + _rng.Next(30) / 100f;
                isTree    = true;
            }
        }

        if (n != null)
        {
            n.SetPosition(position + Vector3.Forward * 15);
            if (!isTree)
            {
                Quaternion transformation = Quaternion.FromRotationTo(Vector3.Left, leftVector); //todo use atan2??
                n.SetRotation(transformation);
            }
            else
            {
                //correct offset hack fixme
                n.Translate(-n.Up * 0.1f);
            }
        }
    }
Example #2
0
        // Emit particles if close to a surface point and returns true if positive
        public bool EmitSurfaceParticles()
        {
            Vector3 nearestSurfPoint = Racer2D.GetSurfacePointClosestToPoint(_rigidBody.Node);
            float   contactDistance  = Vector3.Distance(_rigidBody.Node.Position, nearestSurfPoint);

            if (contactDistance > _particlesDistance)
            {
                _particleEmitter.Effect.StartColor = new Color(0, 0, 0, 0);
                return(false);
            }
            _particleEmitter.Effect.StartColor = Color.White;
            _particleEmitter.Node.Position     = nearestSurfPoint;
            return(true);
        }
Example #3
0
    public Terrain(Scene scene)
    {
        _scene = scene;

        _chunkmat = Cache.Get <Material>("_DBG/Unlit.xml");
        _chunkmat.SetTexture(0, Cache.Get <Texture2D>("scenarios/grasslands/ground.png"));

        _surfMat = Cache.Get <Material>("_DBG/UnlitAlpha.xml");
        _surfMat.SetTexture(0, Cache.Get <Texture2D>("scenarios/grasslands/surface.png"));

        // _decors quick hack
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Bush (1).png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Bush (2).png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Bush (3).png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Bush (4).png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Mushroom_1.png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Mushroom_2.png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Stone.png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Sign_2.png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Tree_1.png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Tree_2.png"));
        _decors.Add(Cache.Get <Sprite2D>("scenarios/grasslands/Object/Tree_3.png"));

        foreach (Sprite2D d in _decors)
        {
            d.SetHotSpot(new Vector2(0.5f, 0.1f));
        }

        Sprite2D crateSprite = Cache.Get <Sprite2D>("scenarios/grasslands/Object/Crate.png");

        Random rng = new Random();

        for (int i = 0; i < Chunksize * 400; i += Chunksize)
        {
            GenerateChunk(i);

            //boxes
            if (rng.Next(1) == -10)
            {
                var c = Racer2D.CreateSpriteNode(crateSprite, 2);
                c.SetPosition(new Vector3(i + rng.Next(8), 20, -5));
                var box = c.CreateComponent <CollisionBox2D>();
                box.SetSize(.8f, .8f);
                box.SetDensity(0.1f);
                box.SetRestitution(0.2f);
                box.SetFriction(0.05f);
            }
        }
    }
    public Clouds(float startX, int minY, int deviation, int amount, int range)
    {
        _minY      = minY;
        _deviation = deviation;
        _range     = range;

        Sprite2D[] cloudSprites =
        {
            Cache.Get <Sprite2D>("scenarios/cloud1.png"),
            Cache.Get <Sprite2D>("scenarios/cloud2.png"),
            Cache.Get <Sprite2D>("scenarios/cloud3.png")
        };

        // We pre-fill the screen with clouds
        float cloudSpacing = range * 2 / amount;

        _clouds = new Node[amount];
        for (int i = 0; i < amount; i++)
        {
            _clouds[i]           = Racer2D.CreateSpriteNode(cloudSprites[rng.Next(cloudSprites.Length)], 4, false);
            RecycleCloud(startX -= cloudSpacing, _clouds[i]);
        }
    }
Example #5
0
    public Vehicle CreateChassis(Vector2 colliderCenter, float colliderRadius, int massDensity, Vector3 exhaustPosition,
                                 ParticleEffect2D exhaustParticles, Sound engineSound, Sound tireSound, Sound[] suspensionSounds,
                                 int horsePower, int maxSpeedFwd, int maxSpeedBwd, int rollForce)
    {
        // We set out private fields
        _horsePower = horsePower;
        _maxSpdFwd  = maxSpeedFwd;
        _maxSpdBwd  = maxSpeedBwd;
        _rollForce  = rollForce;
        _rigidBody  = GetComponent <RigidBody2D>();

        // We add the collider (circle collider at the moment)
        var col = Racer2D.AddCollider <CollisionCircle2D>(Node, dens: massDensity, fric: 0);

        col.SetRadius(colliderRadius);
        col.SetCenter(colliderCenter);

        // We create the exhaust particle system
        var exhaustParticlesNode = Node.CreateChild();

        exhaustParticlesNode.SetPosition(exhaustPosition);
        _exhaustParticles = exhaustParticlesNode.CreateComponent <ParticleEmitter2D>();
        _exhaustParticles.SetEffect(exhaustParticles);

        // We setup the engine sound and other sound effect
        engineSound.SetLooped(true);
        _soundSource = Node.CreateComponent <SoundSource3D>();
        _soundSource.SetNearDistance(10);
        _soundSource.SetFarDistance(50);
        _accelSound            = engineSound;
        _brakeSound            = tireSound;
        _suspensionSoundSource = Node.CreateComponent <SoundSource3D>();
        _suspensionSounds      = suspensionSounds;

        // We return the Vehicle for convenience, since this function is intended to be the vehicle's init function
        return(this);
    }
Example #6
0
    public Node CreateWheel(Sprite2D sprite, Vector2 relativePosition, float radius, int suspensionFrequency, float suspensionDamping,
                            ParticleEffect2D particles, float distanceToEmitParticles)
    {
        Node wheelNode = Racer2D.CreateSpriteNode(sprite);

        wheelNode.SetPosition2D(relativePosition);

        // CreateSpriteNode adds a RigidBody for us, so we get it here
        RigidBody2D wheelRigidBody = wheelNode.GetComponent <RigidBody2D>();

        // We activate CCD
        wheelRigidBody.SetBullet(true);

        Racer2D.AddCollider <CollisionCircle2D>(wheelNode).SetRadius(radius);

        // The Box2D wheel joint provides spring for simulating suspension
        ConstraintWheel2D wheelJoint = Node.CreateComponent <ConstraintWheel2D>();

        wheelJoint.SetOtherBody(wheelRigidBody);
        wheelJoint.SetAnchor(relativePosition);
        wheelJoint.SetAxis(Vector2.UnitY);
        wheelJoint.SetFrequencyHz(suspensionFrequency);
        wheelJoint.SetDampingRatio(suspensionDamping);

        // Each wheel has a particle emitter to emit particles when it's in contact with the surface
        Node particlesNode = Node.Scene.CreateChild();

        particlesNode.SetPosition(new Vector3(relativePosition.X, relativePosition.Y, 14));
        ParticleEmitter2D particleEmitter = particlesNode.CreateComponent <ParticleEmitter2D>();

        particleEmitter.SetEffect(particles);

        // We create a new Wheel struct and add to the _wheels list
        _wheels.Add(new Wheel(wheelRigidBody, wheelJoint, particleEmitter, distanceToEmitParticles));

        return(wheelNode);
    }
Example #7
0
    public Node CreateHead(Sprite2D sprite, Vector3 relativePosition, float colliderRadius, Vector2 neckAnchor)
    {
        Node head = Racer2D.CreateSpriteNode(sprite);

        head.SetPosition(relativePosition);
        Racer2D.AddCollider <CollisionCircle2D>(head).SetRadius(colliderRadius);

        // This is the actual neck joint
        ConstraintRevolute2D joint = head.CreateComponent <ConstraintRevolute2D>();

        joint.SetOtherBody(_rigidBody);
        joint.SetAnchor(neckAnchor);

        // This is the spring, it's attached to the body with an offset
        ConstraintDistance2D spring = head.CreateComponent <ConstraintDistance2D>();

        spring.SetOtherBody(_rigidBody);
        spring.SetOwnerBodyAnchor(-Vector2.UnitY * 2);
        spring.SetOtherBodyAnchor(Node.WorldToLocal2D(head.WorldPosition2D - Vector2.UnitY * 2));
        spring.SetFrequencyHz(3);
        spring.SetDampingRatio(0.4f);

        return(head);
    }