Example #1
0
        public JumpPad(b2Vec2 JumpImpuls, CCPoint Position, b2World gameWorld)
        {
            this.Texture = new CCTexture2D ("jumppad");
            this.Scale = SpriteScale;
            this.Position = Position;
            this.IsAntialiased = false;

            jumpImpuls = JumpImpuls;
            totalJumps = 0;

            //box2d
            b2BodyDef jumpPadDef = new b2BodyDef ();
            jumpPadDef.type = b2BodyType.b2_kinematicBody;
            jumpPadDef.position = new b2Vec2 ((Position.X + this.ScaledContentSize.Width/2)/PhysicsHandler.pixelPerMeter, (Position.Y + this.ScaledContentSize.Height/4) / PhysicsHandler.pixelPerMeter);
            JumpPadBody = gameWorld.CreateBody (jumpPadDef);

            b2PolygonShape jumpPadShape = new b2PolygonShape ();
            jumpPadShape.SetAsBox ((float)this.ScaledContentSize.Width / PhysicsHandler.pixelPerMeter / 2, (float)this.ScaledContentSize.Height / PhysicsHandler.pixelPerMeter / 4);// /4 weil die hitbox nur die hälfte der textur ist

            b2FixtureDef jumpPadFixture = new b2FixtureDef ();
            jumpPadFixture.shape = jumpPadShape;
            jumpPadFixture.density = 0.0f; //Dichte
            jumpPadFixture.restitution = 0f; //Rückprall
            jumpPadFixture.friction = 0f;
            jumpPadFixture.userData = WorldFixtureData.jumppad;
            JumpPadBody.CreateFixture (jumpPadFixture);
            //
        }
        protected void CreateBodyWithSpriteAndFixture(b2World world, b2BodyDef bodyDef,
                                                       b2FixtureDef fixtureDef, string spriteName)
        {
            // this is the meat of our class, it creates (OR recreates) the body in the world with the body definition, fixture definition and sprite name

            RemoveBody(); //if remove the body if it already exists
            RemoveSprite(); //if remove the sprite if it already exists

            sprite = new CCSprite(spriteName);
            AddChild(sprite);

            body = world.CreateBody(bodyDef);
            body.UserData = this;

            if (fixtureDef != null)
                body.CreateFixture(fixtureDef);
        }
Example #3
0
        public Platform(List<CCPoint> platformWaypoints, int platformSpeed, Container gameContainer)
        {
            this.Texture = new CCTexture2D("platform");
            this.Scale = SpriteScale;
            this.IsAntialiased = false;

            this.Position = platformWaypoints [0];
            Waypoints = platformWaypoints;
            speed = platformSpeed;
            //umso geringer der speed umso schneller die platform

            CurrentWaypoint = 0;
            wayToMove = new CCSize (Waypoints [CurrentWaypoint + 1].X - Waypoints [CurrentWaypoint].X, Waypoints [CurrentWaypoint + 1].Y - Waypoints [CurrentWaypoint].Y);

            //box2d
            b2BodyDef platformDef = new b2BodyDef ();
            platformDef.type = b2BodyType.b2_kinematicBody;
            platformDef.position = new b2Vec2 (Waypoints[CurrentWaypoint].X / PhysicsHandler.pixelPerMeter, Waypoints[CurrentWaypoint].Y / PhysicsHandler.pixelPerMeter);
            platformBody = gameContainer.physicsHandler.gameWorld.CreateBody (platformDef);

            b2PolygonShape platformShape = new b2PolygonShape ();
            platformShape.SetAsBox ((float)this.ScaledContentSize.Width / PhysicsHandler.pixelPerMeter / 2, (float)this.ScaledContentSize.Height / PhysicsHandler.pixelPerMeter / 2);

            b2FixtureDef platformFixture = new b2FixtureDef ();
            platformFixture.shape = platformShape;
            platformFixture.density = 0.0f; //Dichte
            platformFixture.restitution = 0f; //Rückprall
            platformFixture.userData = WorldFixtureData.platform;
            platformBody.CreateFixture (platformFixture);
            //

            this.Position = new CCPoint (platformBody.Position.x * PhysicsHandler.pixelPerMeter, platformBody.Position.y * PhysicsHandler.pixelPerMeter);

            progressionX = wayToMove.Width/ (float)speed;
            progressionY =  wayToMove.Height/(float)speed ;
            if (float.IsInfinity (progressionX))
                progressionX = 0;
            if (float.IsInfinity (progressionY))
                progressionY = 0;
            b2Vec2 Velocity = platformBody.LinearVelocity;
            Velocity.y = progressionY;
            Velocity.x = progressionX;
            platformBody.LinearVelocity = Velocity;
        }
Example #4
0
        /// <summary>
        /// ��һ���ڳ��������һ����̬��bird����
        /// �ڶ�����bird�����ж���
        /// ����������box-2d����������bird�������������
        /// </summary>
        private void AddBird()
        {
            CCSprite bird = CCSprite.spriteWithFile("imgs/bird/bird_01");
            bird.rotation = -15;

            // bird���ж���֡����
            List<CCSpriteFrame> frames = new List<CCSpriteFrame>();

            for (int i = 1; i < 3; i++)
            {
                // ֡��ͼ
                CCTexture2D texture = CCTextureCache.sharedTextureCache().addImage("imgs/bird/bird_0" + i);

                // �������һ�������bug����������õĻ����ͻᲥ�Ų���������
                texture.Name = (uint)i;
                var frame = CCSpriteFrame.frameWithTexture(texture, new CCRect(0, 0, texture.ContentSizeInPixels.width, texture.ContentSizeInPixels.height));
                frames.Add(frame);
            }

            // �����
            CCAnimation marmotShowanimation = CCAnimation.animationWithFrames(frames, 0.1f);
            CCAnimate flyAction = CCAnimate.actionWithAnimation(marmotShowanimation, false);
            flyRepeatAction = CCRepeat.actionWithAction(flyAction, 2);
            flyRepeatAction.tag = 0;
            bird.runAction(flyRepeatAction);

            // �����������ж���һ��body��������λ�ã�����bird��֮��Ӧ
            b2BodyDef ballBodyDef = new b2BodyDef();
            ballBodyDef.type = b2BodyType.b2_dynamicBody;
            ballBodyDef.position = new b2Vec2(AppDelegate.screenSize.width / PTM_RATIO / 2, (float)(AppDelegate.screenSize.height / PTM_RATIO));
            ballBodyDef.userData = bird;
            birdBody = world.CreateBody(ballBodyDef);

            // Ϊbody������״��������һЩ��������
            b2PolygonShape shape = new b2PolygonShape();
            shape.SetAsBox(bird.contentSize.width / 2 / PTM_RATIO, bird.contentSize.height / 2 / PTM_RATIO);
            b2FixtureDef fixtureDef = new b2FixtureDef();
            fixtureDef.shape = shape;
            fixtureDef.density = 500.0f;
            fixtureDef.friction = 0.5f;
            birdBody.CreateFixture(fixtureDef);

            this.addChild(bird);
        }
            public Car(
                b2World b2world,

                double width,
                double length,
                double[] position,
                double angle,
                double power,
                double max_steer_angle,
                double max_speed,
                Wheel[] wheels
                )
            {
                //        /*
                //        pars is an object with possible attributes:

                //        width - width of the car in meters
                //        length - length of the car in meters
                //        position - starting position of the car, array [x, y] in meters
                //        angle - starting angle of the car, degrees
                //        max_steer_angle - maximum angle the wheels turn when steering, degrees
                //        max_speed       - maximum speed of the car, km/h
                //        power - engine force, in newtons, that is applied to EACH powered wheel
                //        wheels - wheel definitions: [{x, y, rotatable, powered}}, ...] where
                //                 x is wheel position in meters relative to car body center
                //                 y is wheel position in meters relative to car body center
                //                 revolving - boolean, does this turn rotate when steering?
                //                 powered - is force applied to this wheel when accelerating/braking?
                //        */



                //        this.max_steer_angle=pars.max_steer_angle;
                //        this.max_speed=pars.max_speed;
                //        this.power=pars.power;
                var wheel_angle = 0.0;//keep track of current wheel angle relative to car.
                //                           //when steering left/right, angle will be decreased/increased gradually over 200ms to prevent jerkyness.

                //initialize body
                var def = new b2BodyDef();
                def.type = b2Body.b2_dynamicBody;
                def.position = new b2Vec2(position[0], position[1]);
                def.angle = angle.DegreesToRadians();
                def.linearDamping = 0.15;  //gradually reduces velocity, makes the car reduce speed slowly if neither accelerator nor brake is pressed
                def.bullet = true; //dedicates more time to collision detection - car travelling at high speeds at low framerates otherwise might teleport through obstacles.
                def.angularDamping = 0.3;

                this.body = b2world.CreateBody(def);

                //initialize shape
                var fixdef = new b2FixtureDef();
                fixdef.density = 1.0;
                fixdef.friction = 0.3; //friction when rubbing agaisnt other shapes
                fixdef.restitution = 0.4;  //amount of force feedback when hitting something. >0 makes the car bounce off, it's fun!

                var fixdef_shape = new b2PolygonShape();

                fixdef.shape = fixdef_shape;
                fixdef_shape.SetAsBox(width / 2, length / 2);
                body.CreateFixture(fixdef);

                //initialize wheels
                foreach (var item in wheels)
                {
                    item.Initialize(this);
                }

                //return array of wheels that turn when steering
                IEnumerable<Wheel> getRevolvingWheels = from w in wheels where w.revolving select w;
                //        //return array of powered wheels
                IEnumerable<Wheel> getPoweredWheels = from w in wheels where w.powered select w;

                #region setSpeed
                Action<double> setSpeed = (speed) =>
                {
                    /*
                    speed - speed in kilometers per hour
                    */
                    var velocity0 = this.body.GetLinearVelocity();

                    //Console.WriteLine("car setSpeed velocity0 " + new { velocity0.x, velocity0.y });

                    var velocity2 = vectors.unit(new[] { velocity0.x, velocity0.y });

                    //Console.WriteLine("car setSpeed velocity2 " + new { x = velocity2[0], y = velocity2[1] });
                    var velocity = new b2Vec2(
                        velocity2[0] * ((speed * 1000.0) / 3600.0),
                        velocity2[1] * ((speed * 1000.0) / 3600.0)
                    );

                    //Console.WriteLine("car setSpeed SetLinearVelocity " + new { velocity.x, velocity.y });
                    this.body.SetLinearVelocity(velocity);

                };
                #endregion


                #region getSpeedKMH
                Func<double> getSpeedKMH = delegate
                {
                    var velocity = this.body.GetLinearVelocity();
                    var len = vectors.len(new double[] { velocity.x, velocity.y });
                    return (len / 1000.0) * 3600.0;
                };
                #endregion

                #region getLocalVelocity
                Func<double[]> getLocalVelocity = delegate
                {
                    /*
                    returns car's velocity vector relative to the car
                    */
                    var retv = this.body.GetLocalVector(this.body.GetLinearVelocityFromLocalPoint(new b2Vec2(0, 0)));
                    return new double[] { retv.x, retv.y };
                };
                #endregion



                #region update
                this.update = (msDuration) =>
                {


                    #region 1. KILL SIDEWAYS VELOCITY

                    //kill sideways velocity for all wheels
                    for (var i = 0; i < wheels.Length; i++)
                    {
                        wheels[i].killSidewaysVelocity();
                    }
                    #endregion



                    #region 2. SET WHEEL ANGLE

                    //calculate the change in wheel's angle for this update, assuming the wheel will reach is maximum angle from zero in 200 ms
                    var incr = (max_steer_angle / 200.0) * msDuration;

                    if (steer == STEER_RIGHT)
                    {
                        wheel_angle = Math.Min(Math.Max(wheel_angle, 0) + incr, max_steer_angle); //increment angle without going over max steer
                    }
                    else if (steer == STEER_LEFT)
                    {
                        wheel_angle = Math.Max(Math.Min(wheel_angle, 0) - incr, -max_steer_angle); //decrement angle without going over max steer
                    }
                    else
                    {
                        wheel_angle = 0;
                    }

                    //update revolving wheels
                    getRevolvingWheels.WithEach(
                        w => w.setAngle(wheel_angle)
                    );

                    #endregion


                    #region 3. APPLY FORCE TO WHEELS
                    var base_vect = new double[2]; //vector pointing in the direction force will be applied to a wheel ; relative to the wheel.

                    //if accelerator is pressed down and speed limit has not been reached, go forwards
                    var lessthanlimit = (getSpeedKMH() < max_speed);
                    var flag1 = (accelerate == ACC_ACCELERATE) && lessthanlimit;
                    if (flag1)
                    {
                        base_vect = new double[] { 0, -1 };
                    }
                    else if (accelerate == ACC_BRAKE)
                    {
                        //braking, but still moving forwards - increased force
                        if (getLocalVelocity()[1] < 0)
                        {
                            base_vect = new double[] { 0, 1.3 };
                        }
                        //going in reverse - less force
                        else
                        {
                            base_vect = new double[] { 0, 0.7 };
                        }
                    }
                    else
                    {
                        base_vect[0] = 0;
                        base_vect[1] = 0;
                    }

                    //multiply by engine power, which gives us a force vector relative to the wheel
                    var fvect = new double[] { 
                        power * base_vect[0], 
                        power * base_vect[1] 
                    };

                    //apply force to each wheel



                    getPoweredWheels.WithEachIndex(
                        (w, i) =>
                        {
                            var wp = w.body.GetWorldCenter();
                            var wf = w.body.GetWorldVector(new b2Vec2(fvect[0], fvect[1]));

                            //Console.WriteLine("getPoweredWheels ApplyForce #" + i);
                            w.body.ApplyForce(wf, wp);
                        }
                    );




                    //if going very slow, stop - to prevent endless sliding
                    var veryslow = (getSpeedKMH() < 4);
                    var flag2 = veryslow && (accelerate == ACC_NONE);
                    if (flag2)
                    {
                        //Console.WriteLine("setSpeed 0");
                        setSpeed(0);
                    }
                    #endregion


                };
                #endregion

            }
            public Wheel(
                b2World b2world,

                double x,
                double y,
                double width,
                double length,
                bool revolving,
                bool powered
                )
            {
                this.revolving = revolving;
                this.powered = powered;

                this.Initialize = car =>
                {

                    /*
                    wheel object 

                    pars:

                    car - car this wheel belongs to
                    x - horizontal position in meters relative to car's center
                    y - vertical position in meters relative to car's center
                    width - width in meters
                    length - length in meters
                    revolving - does this wheel revolve when steering?
                    powered - is this wheel powered?
                    */

                    var position = new double[] { x, y };
                    //this.car=pars.car;
                    //this.revolving=pars.revolving;
                    //this.powered=pars.powered;

                    //initialize body
                    var def = new b2BodyDef();
                    def.type = b2Body.b2_dynamicBody;
                    def.position = car.body.GetWorldPoint(new b2Vec2(position[0], position[1]));
                    def.angle = car.body.GetAngle();
                    this.body = b2world.CreateBody(def);

                    //initialize shape
                    var fixdef = new b2FixtureDef();
                    fixdef.density = 1;
                    fixdef.isSensor = true; //wheel does not participate in collision calculations: resulting complications are unnecessary

                    var fixdef_shape = new b2PolygonShape();

                    fixdef.shape = fixdef_shape;
                    fixdef_shape.SetAsBox(width / 2, length / 2);
                    body.CreateFixture(fixdef);

                    var jointdef = new b2RevoluteJointDef();

                    //create joint to connect wheel to body
                    if (revolving)
                    {
                        jointdef.Initialize(car.body, body, body.GetWorldCenter());
                        jointdef.enableMotor = false; //we'll be controlling the wheel's angle manually
                    }
                    else
                    {
                        jointdef.Initialize(car.body, body, body.GetWorldCenter()
                            //, new b2Vec2(1, 0)
                            );
                        jointdef.enableLimit = true;


                        //jointdef.lowerTranslation = 0;
                        //jointdef.upperTranslation = 0;
                    }
                    b2world.CreateJoint(jointdef);

                    #region setAngle
                    this.setAngle =
                        (angle) =>
                        {
                            /*
                            angle - wheel angle relative to car, in degrees
                            */
                            body.SetAngle(car.body.GetAngle() + angle.DegreesToRadians());
                        };
                    #endregion


                    #region getLocalVelocity
                    Func<double[]> getLocalVelocity = delegate
                    {
                        /*returns get velocity vector relative to car
                        */
                        var res = car.body.GetLocalVector(car.body.GetLinearVelocityFromLocalPoint(new b2Vec2(position[0], position[1])));
                        return new double[] { res.x, res.y };
                    };
                    #endregion



                    #region getDirectionVector
                    Func<double[]> getDirectionVector = delegate
                    {
                        /*
                        returns a world unit vector pointing in the direction this wheel is moving
                        */

                        if (getLocalVelocity()[1] > 0)
                            return vectors.rotate(new double[] { 0, 1 }, body.GetAngle());
                        else
                            return vectors.rotate(new double[] { 0, -1 }, body.GetAngle());
                    };
                    #endregion


                    #region getKillVelocityVector
                    Func<double[]> getKillVelocityVector = delegate
                    {
                        /*
                        substracts sideways velocity from this wheel's velocity vector and returns the remaining front-facing velocity vector
                        */
                        var velocity = body.GetLinearVelocity();
                        var sideways_axis = getDirectionVector();
                        var dotprod = vectors.dot(new[] { velocity.x, velocity.y }, sideways_axis);
                        return new double[] { sideways_axis[0] * dotprod, sideways_axis[1] * dotprod };
                    };
                    #endregion

                    #region killSidewaysVelocity
                    this.killSidewaysVelocity = delegate
                    {
                        /*
                        removes all sideways velocity from this wheels velocity
                        */
                        var kv = getKillVelocityVector();

                        body.SetLinearVelocity(new b2Vec2(kv[0], kv[1]));

                    };
                    #endregion
                };

            }
Example #7
0
        public void LaunchBomb(b2Vec2 position, b2Vec2 velocity)
        {
            if (m_bomb != null)
            {
                m_world.DestroyBody(m_bomb);
                m_bomb = null;
            }

            b2BodyDef bd = new b2BodyDef();
            bd.type = b2BodyType.b2_dynamicBody;
            bd.position = position;
            bd.bullet = true;
            m_bomb = m_world.CreateBody(bd);
            m_bomb.LinearVelocity = velocity;

            b2CircleShape circle = new b2CircleShape();
            circle.Radius = 0.3f;

            b2FixtureDef fd = new b2FixtureDef();
            fd.shape = circle;
            fd.density = 20.0f;
            fd.restitution = 0.0f;

            b2Vec2 minV = position - new b2Vec2(0.3f, 0.3f);
            b2Vec2 maxV = position + new b2Vec2(0.3f, 0.3f);

            b2AABB aabb = new b2AABB();
            aabb.LowerBound = minV;
            aabb.UpperBound = maxV;

            m_bomb.CreateFixture(fd);
        }
Example #8
0
        // REVISADO =====================================================================
        b2Fixture j2b2Fixture(b2Body body, JObject fixtureValue)
        {
            if (null == fixtureValue)
                return null;

            b2FixtureDef fixtureDef = new b2FixtureDef();

            //Fixture fixtureDef = new Fixture();
            fixtureDef.restitution = jsonToFloat("restitution", fixtureValue);
            fixtureDef.friction = jsonToFloat("friction", fixtureValue);
            fixtureDef.density = jsonToFloat("density", fixtureValue);
            fixtureDef.isSensor = fixtureValue["sensor"] == null ? false : (bool)fixtureValue["sensor"];

            fixtureDef.filter.categoryBits = (fixtureValue["filter-categoryBits"] == null) ? (ushort)0x0001 : (ushort)fixtureValue["filter-categoryBits"];

            fixtureDef.filter.maskBits = fixtureValue["filter-maskBits"] == null ? (ushort)0xffff : (ushort)fixtureValue["filter-maskBits"];

            fixtureDef.filter.groupIndex = fixtureValue["filter-groupIndex"] == null ? (short)0 : (short)fixtureValue["filter-groupIndex"];

            b2Fixture fixture = null;

            if (null != fixtureValue["circle"])
            {
                JObject circleValue = (JObject)fixtureValue["circle"];

                b2CircleShape circleShape = new b2CircleShape();

                circleShape.Radius = jsonToFloat("radius", circleValue);
                circleShape.Position = jsonToVec("center", circleValue);

                fixtureDef.shape = circleShape;
                fixture = body.CreateFixture(fixtureDef);
            }
            else if (null != fixtureValue["edge"])
            {

                JObject edgeValue = (JObject)fixtureValue["edge"];
                b2EdgeShape edgeShape = new b2EdgeShape();

                edgeShape.Vertex1 = jsonToVec("vertex1", edgeValue);
                edgeShape.Vertex2 = jsonToVec("vertex2", edgeValue);

                edgeShape.HasVertex0 = edgeValue["hasVertex0"] == null ? false : (bool)edgeValue["hasVertex0"];
                edgeShape.HasVertex3 = edgeValue["hasVertex3"] == null ? false : (bool)edgeValue["hasVertex3"];

                if (edgeShape.HasVertex0)
                    edgeShape.Vertex0 = jsonToVec("vertex0", edgeValue);
                if (edgeShape.HasVertex3)
                    edgeShape.Vertex3 = jsonToVec("vertex3", edgeValue);
                fixtureDef.shape = edgeShape;

                fixture = body.CreateFixture(fixtureDef);
            }
            else if (null != fixtureValue["loop"])
            {// support old
                // format (r197)

                JObject chainValue = (JObject)fixtureValue["loop"];
                b2ChainShape chainShape = new b2ChainShape();

                int numVertices = ((JArray)chainValue["x"]).Count;

                b2Vec2[] vertices = new b2Vec2[numVertices];
                for (int i = 0; i < numVertices; i++)
                    vertices[i] = jsonToVec("vertices", chainValue, i);

                chainShape.CreateLoop(vertices, numVertices);

                fixtureDef.shape = chainShape;
                fixture = body.CreateFixture(fixtureDef);

            }
            else if (null != fixtureValue["chain"])
            {

                // FPE. See http://www.box2d.org/forum/viewtopic.php?f=4&t=7973&p=35363

                JObject chainValue = (JObject)fixtureValue["chain"];
                b2ChainShape chainShape = new b2ChainShape();
                int numVertices = ((JArray)chainValue["vertices"]["x"]).Count;
                var vertices = new b2Vec2[numVertices];

                for (int i = 0; i < numVertices; i++)
                    vertices[i] = jsonToVec("vertices", chainValue, i);

                chainShape.CreateChain(vertices, numVertices);
                chainShape.HasPrevVertex = chainValue["hasPrevVertex"] == null ? false : (bool)chainValue["hasPrevVertex"];
                chainShape.HasNextVertex = chainValue["hasNextVertex"] == null ? false : (bool)chainValue["hasNextVertex"];

                if (chainShape.HasPrevVertex)
                    chainShape.PrevVertex = (jsonToVec("prevVertex", chainValue));
                if (chainShape.HasNextVertex)
                    chainShape.NextVertex = (jsonToVec("nextVertex", chainValue));

                fixtureDef.shape = chainShape;
                fixture = body.CreateFixture(fixtureDef);

            }
            else if (null != fixtureValue["polygon"])
            {

                JObject polygonValue = (JObject)fixtureValue["polygon"];
                b2Vec2[] vertices = new b2Vec2[b2Settings.b2_maxPolygonVertices];

                int numVertices = ((JArray)polygonValue["vertices"]["x"]).Count;
                if (numVertices > b2Settings.b2_maxPolygonVertices)
                {
                    Console.WriteLine("Ignoring polygon fixture with too many vertices.");
                }
                else if (numVertices < 2)
                {
                    Console.WriteLine("Ignoring polygon fixture less than two vertices.");
                }
                else if (numVertices == 2)
                {
                    Console.WriteLine("Creating edge shape instead of polygon with two vertices.");

                    b2EdgeShape edgeShape = new b2EdgeShape();
                    edgeShape.Vertex1 = jsonToVec("vertices", polygonValue, 0);
                    edgeShape.Vertex2 = jsonToVec("vertices", polygonValue, 1);
                    fixtureDef.shape = edgeShape;
                    fixture = body.CreateFixture(fixtureDef);

                }
                else
                {

                    b2PolygonShape polygonShape = new b2PolygonShape();
                    for (int i = 0; i < numVertices; i++)
                        vertices[i] = jsonToVec("vertices", polygonValue, i);
                    polygonShape.Set(vertices, numVertices);
                    fixtureDef.shape = polygonShape;
                    fixture = body.CreateFixture(fixtureDef);
                }
            }

            String fixtureName = fixtureValue["name"] == null ? "" : fixtureValue["name"].ToString();
            if (fixtureName != "")
            {
                SetFixtureName(fixture, fixtureName);
            }

            return fixture;
        }
Example #9
0
        public b2Body createPhysicsBody(b2World bodyWorld)
        {
            //definiert den physikalischen körper des Männchens
            if (characterBody == null) {
                b2BodyDef characterDef = new b2BodyDef ();
                characterDef.type = b2BodyType.b2_dynamicBody;
                characterDef.position = new b2Vec2 (CharacterPosition.X / PhysicsHandler.pixelPerMeter, CharacterPosition.Y / PhysicsHandler.pixelPerMeter);
                characterBody = bodyWorld.CreateBody (characterDef);

                b2PolygonShape characterShape = new b2PolygonShape ();
                characterShape.SetAsBox ((float)CharacterSize.Width / PhysicsHandler.pixelPerMeter / 2, (float)CharacterSize.Height / PhysicsHandler.pixelPerMeter / 2);

                b2FixtureDef characterFixture = new b2FixtureDef ();
                characterFixture.shape = characterShape;
                characterFixture.density = 0.0f; //Dichte
                characterFixture.friction = 0f;
                characterFixture.restitution = 0f; //Rückprall
                characterBody.CreateFixture (characterFixture);

                b2PolygonShape characterGroundSensorShape = new b2PolygonShape ();
                b2Vec2 GroundSensorPosition = new b2Vec2 (0f, -0.29f * CharacterSprite.ScaleY);
                characterGroundSensorShape.SetAsBox (((float)CharacterSize.Width - 1f) / PhysicsHandler.pixelPerMeter / 2, 5f / PhysicsHandler.pixelPerMeter, GroundSensorPosition, 0f);

                //untergrundsensor
                b2FixtureDef groundSensor = new b2FixtureDef ();
                groundSensor.isSensor = true;
                groundSensor.userData = WorldFixtureData.playergroundsensor;
                groundSensor.shape = characterGroundSensorShape;
                groundSensor.density = 0.0f; //Dichte
                groundSensor.friction = 0f;
                groundSensor.restitution = 0f; //Rückprall
                characterBody.CreateFixture (groundSensor);

                b2PolygonShape characterLeftSensorShape = new b2PolygonShape ();
                b2Vec2 LeftSensorPosition = new b2Vec2 (-0.15f * CharacterSprite.ScaleX, -0.5f);
                characterLeftSensorShape.SetAsBox ((float)5f / PhysicsHandler.pixelPerMeter, CharacterSize.Height / PhysicsHandler.pixelPerMeter / 4, LeftSensorPosition, 0f);

                //leftsensor
                b2FixtureDef leftSensor = new b2FixtureDef ();
                leftSensor.isSensor = true;
                leftSensor.userData = WorldFixtureData.playerleftsensor;
                leftSensor.shape = characterLeftSensorShape;
                leftSensor.density = 0.0f; //Dichte
                leftSensor.friction = 0f;
                leftSensor.restitution = 0f; //Rückprall
                characterBody.CreateFixture (leftSensor);

                b2PolygonShape characterRightSensorShape = new b2PolygonShape ();
                b2Vec2 RightSensorPosition = new b2Vec2 (0.15f * CharacterSprite.ScaleX, -0.5f);
                characterRightSensorShape.SetAsBox ((float)5f / PhysicsHandler.pixelPerMeter, CharacterSize.Height / PhysicsHandler.pixelPerMeter / 4, RightSensorPosition, 0f);

                //rightsensor
                b2FixtureDef rightSensor = new b2FixtureDef ();
                rightSensor.isSensor = true;
                rightSensor.userData = WorldFixtureData.playerrightsensor;
                rightSensor.shape = characterRightSensorShape;
                rightSensor.density = 0.0f; //Dichte
                rightSensor.friction = 0f;
                rightSensor.restitution = 0f; //Rückprall
                characterBody.CreateFixture (rightSensor);
            }

            return characterBody;
        }
Example #10
0
        static void ApplyForce()
        {
            _world.Gravity = b2Vec2.Zero;

            float k_restitution = 0.4f;

            b2Body ground;
            {
                b2BodyDef bd = b2BodyDef.Create();
                bd.position.Set(0.0f, 20.0f);
                ground = _world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();

                b2FixtureDef sd = b2FixtureDef.Create();
                sd.shape = shape;
                sd.density = 0.0f;
                sd.restitution = k_restitution;

                // Left vertical
                shape.Set(new b2Vec2(-20.0f, -20.0f), new b2Vec2(-20.0f, 20.0f));
                ground.CreateFixture(sd);

                // Right vertical
                shape.Set(new b2Vec2(20.0f, -20.0f), new b2Vec2(20.0f, 20.0f));
                ground.CreateFixture(sd);

                // Top horizontal
                shape.Set(new b2Vec2(-20.0f, 20.0f), new b2Vec2(20.0f, 20.0f));
                ground.CreateFixture(sd);

                // Bottom horizontal
                shape.Set(new b2Vec2(-20.0f, -20.0f), new b2Vec2(20.0f, -20.0f));
                ground.CreateFixture(sd);
            }

            {
                b2Transform xf1 = new b2Transform();
                xf1.q.Set(0.3524f * b2Settings.b2_pi);
                xf1.p = xf1.q.GetXAxis();

                b2Vec2[] vertices = new b2Vec2[3];
                vertices[0] = b2Math.b2Mul(xf1, new b2Vec2(-1.0f, 0.0f));
                vertices[1] = b2Math.b2Mul(xf1, new b2Vec2(1.0f, 0.0f));
                vertices[2] = b2Math.b2Mul(xf1, new b2Vec2(0.0f, 0.5f));

                b2PolygonShape poly1 = new b2PolygonShape();
                poly1.Set(vertices, 3);

                b2FixtureDef sd1 = b2FixtureDef.Create();
                sd1.shape = poly1;
                sd1.density = 4.0f;

                b2Transform xf2 = new b2Transform();
                xf2.q.Set(-0.3524f * b2Settings.b2_pi);
                xf2.p = -xf2.q.GetXAxis();

                vertices[0] = b2Math.b2Mul(xf2, new b2Vec2(-1.0f, 0.0f));
                vertices[1] = b2Math.b2Mul(xf2, new b2Vec2(1.0f, 0.0f));
                vertices[2] = b2Math.b2Mul(xf2, new b2Vec2(0.0f, 0.5f));

                b2PolygonShape poly2 = new b2PolygonShape();
                poly2.Set(vertices, 3);

                b2FixtureDef sd2 = b2FixtureDef.Create();
                sd2.shape = poly2;
                sd2.density = 2.0f;

                b2BodyDef bd = b2BodyDef.Create();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.angularDamping = 5.0f;
                bd.linearDamping = 0.1f;

                bd.position = new b2Vec2(0.0f, 2.0f);
                bd.angle = b2Settings.b2_pi;
                bd.allowSleep = false;
                m_body = _world.CreateBody(bd);
                m_body.CreateFixture(sd1);
                m_body.CreateFixture(sd2);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.5f, 0.5f);

                b2FixtureDef fd = b2FixtureDef.Create();
                fd.shape = shape;
                fd.density = 1.0f;
                fd.friction = 0.3f;

                for (int i = 0; i < 10; ++i)
                {
                    b2BodyDef bd = b2BodyDef.Create();
                    bd.type = b2BodyType.b2_dynamicBody;

                    bd.position = new b2Vec2(0.0f, 5.0f + 1.54f * i);
                    b2Body body = _world.CreateBody(bd);

                    body.CreateFixture(fd);

                    float gravity = 10.0f;
                    float I = body.Inertia;
                    float mass = body.Mass;

                    // For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
                    float radius = b2Math.b2Sqrt(2.0f * I / mass);

                    b2FrictionJointDef jd = new b2FrictionJointDef();
                    jd.localAnchorA.SetZero();
                    jd.localAnchorB.SetZero();
                    jd.BodyA = ground;
                    jd.BodyB = body;
                    jd.CollideConnected = true;
                    jd.maxForce = mass * gravity;
                    jd.maxTorque = mass * radius * gravity;

                    _world.CreateJoint(jd);
                }
            }
        }
Example #11
0
        public LiquidTest()
        {
            hash = new List<int>[40, 40];
            for (int i = 0; i < 40; ++i)
            {
                for (int j = 0; j < 40; ++j)
                {
                    hash[i, j] = new List<int>();
                }
            }
            hashWidth = 40;
            hashHeight = 40;

            //if (firstTime)
            //{
            //    setCamera(new Vec2(0, 2), 35f);
            //    firstTime = false;
            //}

            //m_getWorld().setGravity(new Vec2(0.0f,0.0f));

            b2Body ground = null;
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position.Set(0.0f, 0.0f);
                ground = m_world.CreateBody(bd);
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(5.0f, 0.5f);
                ground.CreateFixture(shape, 0);

                shape.SetAsBox(1.0f, 0.2f, new b2Vec2(0.0f, 4.0f), -0.2f);
                ground.CreateFixture(shape, 0);
                shape.SetAsBox(1.5f, 0.2f, new b2Vec2(-1.2f, 5.2f), -1.5f);
                ground.CreateFixture(shape, 0);
                shape.SetAsBox(0.5f, 50.0f, new b2Vec2(5.0f, 0.0f), 0.0f);
                ground.CreateFixture(shape, 0);

                shape.SetAsBox(0.5f, 3.0f, new b2Vec2(-8.0f, 0.0f), 0.0f);
                ground.CreateFixture(shape, 0);

                shape.SetAsBox(2.0f, 0.1f, new b2Vec2(-6.0f, -2.8f), 0.1f);
                ground.CreateFixture(shape, 0);

                b2CircleShape cd = new b2CircleShape();
                cd.Radius = 0.5f;
                cd.Position.Set(-0.5f, -4.0f);
                ground.CreateFixture(cd, 0);

            }

            liquid = new b2Body[nParticles];
            float massPerParticle = totalMass / nParticles;
            //		PointDef pd = new PointDef();
            //		pd.mass = massPerParticle;
            //		pd.restitution = 0.0f;
            //		pd.filter.groupIndex = -10;
            b2CircleShape pd = new b2CircleShape();
            b2FixtureDef fd = new b2FixtureDef();
            fd.shape = pd;
            fd.density = 1f;
            fd.filter.groupIndex = -10;
            pd.Radius = .05f;
            fd.restitution = 0.4f;
            fd.friction = 0.0f;
            float cx = 0.0f;
            float cy = 25.0f;
            for (int i = 0; i < nParticles; ++i)
            {
                b2BodyDef bd = new b2BodyDef();
                bd.position = new b2Vec2(Rand.RandomFloat(cx - boxWidth * .5f, cx + boxWidth * .5f),
                    Rand.RandomFloat(cy - boxHeight * .5f, cy + boxHeight * .5f));
                bd.fixedRotation = true;
                bd.type = b2BodyType.b2_dynamicBody;
                b2Body b = m_world.CreateBody(bd);

                b.CreateFixture(fd).UserData = LIQUID_INT;

                b2MassData md = new b2MassData();
                md.mass = massPerParticle;
                md.I = 1.0f;
                b.SetMassData(md);
                b.SetSleepingAllowed(false);
                liquid[i] = b;
            }

            b2PolygonShape polyDef = new b2PolygonShape();
            polyDef.SetAsBox(Rand.RandomFloat(0.3f, 0.7f), Rand.RandomFloat(0.3f, 0.7f));
            b2BodyDef bodyDef = new b2BodyDef();
            bodyDef.position = new b2Vec2(0.0f, 25.0f);
            bodyDef.type = b2BodyType.b2_dynamicBody;
            bod = m_world.CreateBody(bodyDef);
            bod.CreateFixture(polyDef, 1f);
        }
Example #12
0
        private void checkBounds()
        {
            for (int i = 0; i < liquid.Length; ++i)
            {
                if (liquid[i].WorldCenter.y < -10.0f)
                {
                    m_world.DestroyBody(liquid[i]);
                    float massPerParticle = totalMass / nParticles;

                    var pd = new b2CircleShape();
                    var fd = new b2FixtureDef();
                    fd.shape = pd;
                    fd.density = 1.0f;
                    fd.filter.groupIndex = -10;
                    pd.Radius = .05f;
                    fd.restitution = 0.4f;
                    fd.friction = 0.0f;
                    float cx = 0.0f + Rand.RandomFloat(-0.6f, 0.6f);
                    float cy = 15.0f + Rand.RandomFloat(-2.3f, 2.0f);
                    var bd = new b2BodyDef();
                    bd.position = new b2Vec2(cx, cy);
                    bd.fixedRotation = true;
                    bd.type = b2BodyType.b2_dynamicBody;
                    var b = m_world.CreateBody(bd);
                    b.CreateFixture(fd).UserData = LIQUID_INT;
                    var md = new b2MassData();
                    md.mass = massPerParticle;
                    md.I = 1.0f;
                    b.SetMassData(md);
                    b.SetSleepingAllowed(false);
                    liquid[i] = b;
                }
            }

            if (bod.WorldCenter.y < -15.0f)
            {
                m_world.DestroyBody(bod);
                var polyDef = new b2PolygonShape();
                polyDef.SetAsBox(Rand.RandomFloat(0.3f, 0.7f), Rand.RandomFloat(0.3f, 0.7f));
                var bodyDef = new b2BodyDef();
                bodyDef.position = new b2Vec2(0.0f, 25.0f);
                bodyDef.type = b2BodyType.b2_dynamicBody;
                bod = m_world.CreateBody(bodyDef);
                bod.CreateFixture(polyDef, 1f);
            }
        }
        public PhysicalHind(StarlingGameSpriteWithHindTextures textures, StarlingGameSpriteWithPhysics Context)
        {
            this.CurrentInput = new KeySample();
            this.driverseat = new DriverSeat();

            this.Context = Context;

            visual = new VisualHind(textures, Context.Content, Context.airzoom);

            for (int i = 0; i < 7; i++)
            {
                this.KarmaInput0.Enqueue(
                    new KeySample()
                );
            }




            #region ground_b2world ground_current


            {
                var ground_bodyDef = new b2BodyDef();

                ground_bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

                // stop moving if legs stop walking!
                ground_bodyDef.linearDamping = 10.0;
                ground_bodyDef.angularDamping = 4;
                //bodyDef.angle = 1.57079633;
                //ground_bodyDef.fixedRotation = true;

                ground_body = Context.ground_b2world.CreateBody(ground_bodyDef);


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

                var ground_fixdef_shape = new b2PolygonShape();

                ground_fixDef.shape = ground_fixdef_shape;

                // physics unit is looking to right
                ground_fixdef_shape.SetAsBox(2, 0.5);



                var ground_fix = ground_body.CreateFixture(ground_fixDef);
            }



            #endregion


            #region groundkarma_body


            {
                var ground_bodyDef = new b2BodyDef();

                ground_bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

                // stop moving if legs stop walking!
                ground_bodyDef.linearDamping = 10.0;
                ground_bodyDef.angularDamping = 4;
                //bodyDef.angle = 1.57079633;
                //ground_bodyDef.fixedRotation = true;

                groundkarma_body = Context.groundkarma_b2world.CreateBody(ground_bodyDef);


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

                var ground_fixdef_shape = new b2PolygonShape();

                ground_fixDef.shape = ground_fixdef_shape;

                // physics unit is looking to right
                ground_fixdef_shape.SetAsBox(2, 0.5);



                var ground_fix = groundkarma_body.CreateFixture(ground_fixDef);
            }



            #endregion


            #region air_b2world air_current




            {
                var air_bodyDef = new b2BodyDef();

                air_bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

                // stop moving if legs stop walking!
                air_bodyDef.linearDamping = 10.0;
                air_bodyDef.angularDamping = 4;
                //bodyDef.angle = 1.57079633;
                //air_bodyDef.fixedRotation = true;
                air_bodyDef.active = false;

                air_body = Context.air_b2world.CreateBody(air_bodyDef);


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

                var air_fixdef_shape = new b2PolygonShape();

                air_fixDef.shape = air_fixdef_shape;

                // physics unit is looking to right
                air_fixdef_shape.SetAsBox(2, 0.5);



                var air_fix = air_body.CreateFixture(air_fixDef);
            }


            #endregion

            #region smoke_b2world




            {
                var bodyDef = new b2BodyDef();

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

                // stop moving if legs stop walking!
                bodyDef.linearDamping = 0;
                bodyDef.angularDamping = 6;
                //bodyDef.angle = 1.57079633;
                //bodyDef.fixedRotation = true;

                damage_body = Context.damage_b2world.CreateBody(bodyDef);
                //body = Context.ground_b2world.CreateBody(bodyDef);


                var fixDef = new Box2D.Dynamics.b2FixtureDef();
                fixDef.density = 0.1;
                fixDef.friction = 0.0;
                fixDef.restitution = 0;


                fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(2);

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

                //var fix_data = new Action<double>(
                //    jeep_forceA =>
                //    {
                //        if (jeep_forceA < 1)
                //            return;

                //        if (Context.oncollision != null)
                //            Context.oncollision(this, jeep_forceA);
                //    }
                //);
                //fix.SetUserData(fix_data);
            }


            #endregion



            ApplyVelocityElapsed = Context.gametime.ElapsedMilliseconds;


            Context.internalunits.Add(this);
        }
Example #14
0
        private void defineGround(float mapSizeWidth)
        {
            //definiert den Boden

            b2BodyDef groundDef = new b2BodyDef ();
            groundDef.position = new b2Vec2 (0, -3f);

            Ground = gameWorld.CreateBody(groundDef);

            b2PolygonShape groundShape = new b2PolygonShape ();
            groundShape.SetAsBox (mapSizeWidth, 3f);

            Ground.CreateFixture (groundShape,0.0f);
        }