Example #1
0
        public Test()
        {
            m_destructionListener = new DestructionListener();
            m_debugDraw           = new CCBox2dDraw("fonts/arial-12");

            b2Vec2 gravity = new b2Vec2();

            gravity.Set(0.0f, -10.0f);
            m_world      = new b2World(gravity);
            m_bomb       = null;
            m_textLine   = 30;
            m_mouseJoint = null;
            m_pointCount = 0;

            m_destructionListener.test = this;
            m_world.SetDestructionListener(m_destructionListener);
            m_world.SetContactListener(this);
            m_world.SetDebugDraw(m_debugDraw);
            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);

            m_bombSpawning = false;

            m_stepCount = 0;

            b2BodyDef bodyDef = new b2BodyDef();

            m_groundBody = m_world.CreateBody(bodyDef);
        }
        public StarlingGameSpriteWithPhysics()
        {
            sessionid = random.Next();


            //b2Body ground_current = null;
            //b2Body air_current = null;



            #region ground_b2world
            // first frame  ... set up our physccs
            // zombies!!
            ground_b2world = new b2World(new b2Vec2(0, 0), false);
            ground_b2world.SetContactListener(
                new XContactListener()
                );

            var ground_b2debugDraw = new b2DebugDraw();

            ground_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();
            ground_dd.transform.colorTransform = new ColorTransform(0.0, 0, 1.0);



            ground_b2debugDraw.SetSprite(ground_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            ground_b2debugDraw.SetDrawScale(16);
            ground_b2debugDraw.SetFillAlpha(0.1);
            ground_b2debugDraw.SetLineThickness(1.0);
            ground_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            ground_b2world.SetDebugDraw(ground_b2debugDraw);



            #endregion


            #region groundkarma_b2world
            // first frame  ... set up our physccs
            // zombies!!
            groundkarma_b2world = new b2World(new b2Vec2(0, 0), false);

            var groundkarma_b2debugDraw = new b2DebugDraw();

            groundkarma_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();
            groundkarma_dd.transform.colorTransform = new ColorTransform(0.0, 1.0, 0.0);



            groundkarma_b2debugDraw.SetSprite(groundkarma_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            groundkarma_b2debugDraw.SetDrawScale(16);
            groundkarma_b2debugDraw.SetFillAlpha(0.1);
            groundkarma_b2debugDraw.SetLineThickness(1.0);
            groundkarma_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            groundkarma_b2world.SetDebugDraw(groundkarma_b2debugDraw);



            #endregion

            #region air_b2world
            // first frame  ... set up our physccs
            // zombies!!
            air_b2world = new b2World(new b2Vec2(0, 0), false);

            var air_b2debugDraw = new b2DebugDraw();

            air_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();

            // make it red!
            air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0);
            // make it slave
            air_dd.alpha = 0.3;



            air_b2debugDraw.SetSprite(air_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            air_b2debugDraw.SetDrawScale(16);
            air_b2debugDraw.SetFillAlpha(0.1);
            air_b2debugDraw.SetLineThickness(1.0);
            air_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            air_b2world.SetDebugDraw(air_b2debugDraw);



            #endregion

            #region damage_b2world
            // first frame  ... set up our physccs
            // zombies!!
            damage_b2world = new b2World(new b2Vec2(0, 0), false);
            damage_b2world.SetContactListener(
                new XContactListener {
                DiscardSmallImpulse = false
            }
                );

            var damage_b2debugDraw = new b2DebugDraw();

            damage_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();

            // make it red!
            //air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0);
            // make it slave
            damage_dd.alpha = 0.3;



            damage_b2debugDraw.SetSprite(air_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            damage_b2debugDraw.SetDrawScale(16);
            damage_b2debugDraw.SetFillAlpha(0.1);
            damage_b2debugDraw.SetLineThickness(1.0);
            damage_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            damage_b2world.SetDebugDraw(damage_b2debugDraw);



            #endregion

            #region smoke_b2world
            // first frame  ... set up our physccs
            // zombies!!
            smoke_b2world = new b2World(new b2Vec2(0, 0), false);

            var smoke_b2debugDraw = new b2DebugDraw();

            smoke_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();

            // make it red!
            //air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0);
            // make it slave
            smoke_dd.alpha = 0.3;



            smoke_b2debugDraw.SetSprite(air_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            smoke_b2debugDraw.SetDrawScale(16);
            smoke_b2debugDraw.SetFillAlpha(0.1);
            smoke_b2debugDraw.SetLineThickness(1.0);
            smoke_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            smoke_b2world.SetDebugDraw(smoke_b2debugDraw);



            #endregion



            //#region obstacles
            //{
            //    var bodyDef = new b2BodyDef();

            //    bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

            //    // stop moving if legs stop walking!
            //    bodyDef.linearDamping = 10.0;
            //    bodyDef.angularDamping = 0.3;
            //    //bodyDef.angle = 1.57079633;
            //    bodyDef.fixedRotation = true;

            //    var body = air_b2world.CreateBody(bodyDef);
            //    body.SetPosition(new b2Vec2(10, 10));

            //    var fixDef = new Box2D.Dynamics.b2FixtureDef();
            //    fixDef.density = 0.1;
            //    fixDef.friction = 0.01;
            //    fixDef.restitution = 0;


            //    fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4);


            //    var fix = body.CreateFixture(fixDef);

            //    body.SetPosition(
            //        new b2Vec2(-8, 0)
            //    );
            //}

            //{
            //    var bodyDef = new b2BodyDef();

            //    bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

            //    // stop moving if legs stop walking!
            //    bodyDef.linearDamping = 10.0;
            //    bodyDef.angularDamping = 0.3;
            //    //bodyDef.angle = 1.57079633;
            //    bodyDef.fixedRotation = true;

            //    var body = ground_b2world.CreateBody(bodyDef);
            //    body.SetPosition(new b2Vec2(10, 10));

            //    var fixDef = new Box2D.Dynamics.b2FixtureDef();
            //    fixDef.density = 0.1;
            //    fixDef.friction = 0.01;
            //    fixDef.restitution = 0;


            //    fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4);


            //    var fix = body.CreateFixture(fixDef);


            //    body.SetPosition(
            //        new b2Vec2(8, -8)
            //    );
            //}

            //{
            //    var bodyDef = new b2BodyDef();

            //    bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

            //    // stop moving if legs stop walking!
            //    bodyDef.linearDamping = 10.0;
            //    bodyDef.angularDamping = 0.3;
            //    //bodyDef.angle = 1.57079633;
            //    bodyDef.fixedRotation = true;

            //    var body = groundkarma_b2world.CreateBody(bodyDef);
            //    body.SetPosition(new b2Vec2(10, 10));

            //    var fixDef = new Box2D.Dynamics.b2FixtureDef();
            //    fixDef.density = 0.1;
            //    fixDef.friction = 0.01;
            //    fixDef.restitution = 0;


            //    fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4);


            //    var fix = body.CreateFixture(fixDef);


            //    body.SetPosition(
            //        new b2Vec2(8, 8)
            //    );
            //}
            //#endregion


            physicstime.Start();

            this.onbeforefirstframe += (stage, s) =>
            {
                if (!disablephysicsdiagnostics)
                {
                    s.nativeOverlay.addChild(ground_dd);
                    s.nativeOverlay.addChild(groundkarma_dd);
                    s.nativeOverlay.addChild(air_dd);
                    s.nativeOverlay.addChild(damage_dd);
                }
                // 1000 / 15
                var syncframeinterval = 1000 / 15;
                var syncframesince    = 0L;
                var syncframeextra    = 0L;


                // NaN ?
                syncframeid   = 0;
                syncframetime = 0;


                var prevvelocity = 0.0;
                onframe +=
                    delegate
                {
                    // drop frames
                    //if (frameid % 2 == 0)
                    //    return;

                    var physicstime_elapsed = physicstime.ElapsedMilliseconds + syncframeextra;
                    syncframeextra = 0;

                    // physicstime_elapsed needs to be split!

                    var physicstime_elapsed_PRE = physicstime_elapsed;



                    physicstime.Restart();

                    // add up the time we are spending
                    syncframesince += physicstime_elapsed;

                    #region raise_onsyncframe
                    var raise_onsyncframe = false;
                    // time for sync frame yet?
                    if (syncframesince >= syncframeinterval)
                    {
                        // time for syncframe!
                        raise_onsyncframe = true;

                        // does it actually help us? disabled for now
                        var dx = syncframesince - syncframeinterval;
                        syncframesince = 0;

                        // Error: raise_onsyncframe: { physicstime_elapsed_PRE = 275, dx = 75, physicstime_elapsed_POST = 0 }

                        physicstime_elapsed_PRE -= dx;
                        syncframeextra          += dx;


                        // dropping frames?
                        //syncframeextra = Math.Min(syncframeextra, syncframeinterval);
                    }
                    #endregion


                    var iterations = 10;

                    syncframetime += physicstime_elapsed_PRE;

                    #region PRE Step

                    //update physics world
                    ground_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    groundkarma_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    air_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    damage_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    smoke_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    #endregion

                    ground_b2world.ClearForces();
                    groundkarma_b2world.ClearForces();
                    air_b2world.ClearForces();
                    damage_b2world.ClearForces();
                    smoke_b2world.ClearForces();


                    #region DrawDebugData ClearForces
                    if (!disablephysicsdiagnostics)
                    {
                        ground_b2world.DrawDebugData();
                        groundkarma_b2world.DrawDebugData();
                        air_b2world.DrawDebugData();
                        damage_b2world.DrawDebugData();
                        smoke_b2world.DrawDebugData();
                    }
                    #endregion

                    // syncframe
                    if (raise_onsyncframe)
                    {
                        syncframeid++;
                        this.onsyncframe(stage, s);

                        foreach (var item in units)
                        {
                            item.FeedKarma();
                        }
                    }


                    #region air_dd vs ground_dd
                    if (current != null)
                    {
                        if (current.body.GetWorld() == air_b2world)
                        {
                            air_dd.alpha    = 0.6;
                            ground_dd.alpha = 0.1;
                        }
                        else
                        {
                            air_dd.alpha    = 0.1;
                            ground_dd.alpha = 0.6;
                        }
                    }
                    #endregion

                    #region DisableDefaultContentDransformation
                    DisableDefaultContentDransformation = true;
                    {
                        var cm = new Matrix();

                        var any_movement = 0.0;

                        if (current != null)
                        {
                            cm.translate(
                                -(current.body.GetPosition().x * 16),
                                -(current.body.GetPosition().y * 16)
                                );



                            cm.rotate(-current.body.GetAngle() - Math.PI / 2 + current.CameraRotation);


                            if (current.body.GetType() == Box2D.Dynamics.b2Body.b2_dynamicBody)
                            {
                                any_movement = (
                                    current.body.GetLinearVelocity().Length() +
                                    Math.Abs(current.body.GetAngularVelocity())
                                    )

                                               / 15.0;
                            }
                            else
                            {
                                // force movement mode in a building
                                any_movement = 1.0;
                            }
                        }


                        //cm.rotate(-current.GetAngle());



                        move_zoom +=
                            (any_movement - 0.5) *
                            physicstime_elapsed * 0.004;
                        move_zoom = move_zoom.Max(0.0).Min(1.0);

                        var xinternalscale = internalscale;

                        if (disable_movezoom_and_altitude_for_scale)
                        {
                            // nop
                        }
                        else
                        {
                            xinternalscale +=
                                +0.20 * (1.0 - current.Altitude)
                                + ((1.0 - move_zoom) * 0.04);
                        }

                        var diagonal = new __vec2
                        {
                            x = stage.stageWidth,
                            y = stage.stageHeight
                        };

                        //stagescale = xinternalscale * (stage.stageWidth) / (800.0);
                        stagescale = xinternalscale * (diagonal.GetLength()) / (1000.0);


                        cm.scale(stagescale, stagescale);


                        cm.translate(
                            (stage.stageWidth * 0.5),
                            (stage.stageHeight * internal_center_y)
                            );


                        Content.transformationMatrix = cm;

                        ground_dd.transform.matrix      = cm;
                        groundkarma_dd.transform.matrix = cm;
                        air_dd.transform.matrix         = cm;
                        damage_dd.transform.matrix      = cm;
                    }
                    #endregion



                    foreach (var item in units)
                    {
                        item.ShowPositionAndAngle();

                        #region driverseat
                        if (item.driverseat != null)
                        {
                            if (item.driverseat.driver != null)
                            {
                                var driver = item.driverseat.driver;

                                driver.SetPositionAndAngle(


                                    item.body.GetPosition().x + Math.Cos(item.body.GetAngle() - Math.PI * 0.5 - item.CameraRotation) * 2.2,
                                    item.body.GetPosition().y + Math.Sin(item.body.GetAngle() - Math.PI * 0.5 - item.CameraRotation) * 2.2
                                    ,
                                    item.body.GetAngle() - item.CameraRotation
                                    );

                                driver.ShowPositionAndAngle();
                            }
                        }
                        #endregion

                        item.ApplyVelocity();
                    }
                };
            };
        }
Example #3
0
        private void InitPhysics()
        {
            _gravity = new b2Vec2(0.0f, GRAVITY);
            _world   = new b2World(b2Vec2.Zero);

            _world.SetAllowSleeping(true);
            _world.SetContinuousPhysics(true);
            _contactListener = new ContactListener(this);
            _world.SetContactListener(_contactListener);

            var wallDef = new b2BodyDef();

            wallDef.allowSleep = true;
            wallDef.position   = b2Vec2.Zero;
            wallDef.type       = b2BodyType.b2_staticBody;

            //Floor
            b2Body floorBody = _world.CreateBody(wallDef);

            floorBody.SetActive(true);

            b2EdgeShape floorShape = new b2EdgeShape();

            floorShape.Set(b2Vec2.Zero, new b2Vec2(_gameWidth / App.PTM_RATIO, 0));

            b2FixtureDef floorFixture = new b2FixtureDef();

            floorFixture.friction    = WALL_FRICTION;
            floorFixture.restitution = WALL_RECOIL;
            floorFixture.shape       = floorShape;

            floorBody.CreateFixture(floorFixture);
            _contactListener.Floor = floorBody;

            //Left Wall
            b2Body leftWallBody = _world.CreateBody(wallDef);

            leftWallBody.SetActive(true);

            b2EdgeShape leftWallShape = new b2EdgeShape();

            //Go up very high so skip PTM_RATIO
            leftWallShape.Set(b2Vec2.Zero, new b2Vec2(0, _gameHeight));

            b2FixtureDef leftWallFixture = new b2FixtureDef();

            leftWallFixture.friction    = WALL_FRICTION;
            leftWallFixture.restitution = WALL_RECOIL;
            leftWallFixture.shape       = leftWallShape;

            leftWallBody.CreateFixture(leftWallFixture);

            //Right Wall
            b2Body rightWallBody = _world.CreateBody(wallDef);

            rightWallBody.SetActive(true);

            b2EdgeShape rightWallShape = new b2EdgeShape();

            //Go up very high so skip PTM_RATIO
            rightWallShape.Set(new b2Vec2(_gameWidth / App.PTM_RATIO, 0), new b2Vec2(_gameWidth / App.PTM_RATIO, _gameHeight));

            b2FixtureDef rightWallFixture = new b2FixtureDef();

            rightWallFixture.friction    = WALL_FRICTION;
            rightWallFixture.restitution = WALL_RECOIL;
            rightWallFixture.shape       = rightWallShape;

            rightWallBody.CreateFixture(rightWallFixture);
        }