Example #1
0
        public override void Keyboard(char key)
        {
            switch (key)
            {
                case ',':
                    if (m_bullet != null)
                    {
                        m_world.DestroyBody(m_bullet);
                        m_bullet = null;
                    }
                    {
                        b2CircleShape shape = new b2CircleShape();
                        shape.Radius = 0.25f;

                        b2FixtureDef fd = new b2FixtureDef();
                        fd.shape = shape;
                        fd.density = 20.0f;
                        fd.restitution = 0.05f;

                        b2BodyDef bd  = new b2BodyDef();
                        bd.type = b2BodyType.b2_dynamicBody;
                        bd.bullet = true;
                        bd.position.Set(-31.0f, 5.0f);

                        m_bullet = m_world.CreateBody(bd);
                        m_bullet.CreateFixture(fd);

                        m_bullet.LinearVelocity = new b2Vec2(400.0f, 0.0f);
                    }
                    break;
            }
        }
        public VaryingRestitution()
        {
            {
                b2BodyDef bd  = new b2BodyDef();
                b2Body ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                b2CircleShape shape = new b2CircleShape();
                shape.Radius = 1.0f;

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = shape;
                fd.density = 1.0f;

                float[] restitution = {0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f};

                for (int i = 0; i < 7; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(-10.0f + 3.0f * i, 20.0f);

                    b2Body body = m_world.CreateBody(bd);

                    fd.restitution = restitution[i];
                    body.CreateFixture(fd);
                }
            }
        }
Example #3
0
		void CreateNinja() {
			
			
			spriteImageName = String.Format("{0}_standing", baseImageName); 

			onGround = false;
			
			// Define the dynamic body.
			var bodyDef = new b2BodyDef();
			bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2DynamicBody to start the ninja as dynamic
			
			bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);
			
			var shape = new b2CircleShape();
			var radiusInMeters = (40 / Constants.PTM_RATIO) * 0.5f; //increase or decrease 40 for a different circle size definition
			
			shape.Radius = radiusInMeters;
			
			
			// Define the dynamic body fixture.
			var fixtureDef = new b2FixtureDef();
			fixtureDef.shape = shape;	
			fixtureDef.density = 1.0f;
			fixtureDef.friction = 1.0f;
			fixtureDef.restitution =  0.1f;
			
			CreateBodyWithSpriteAndFixture(theWorld, bodyDef, fixtureDef, spriteImageName);
			
		}
        void InitPhysics()
        {
            var gravity = new b2Vec2(0.0f, -10.0f);
            world = new b2World(gravity);

            world.SetAllowSleeping(true);
            world.SetContinuousPhysics(true);

            var def = new b2BodyDef();
            def.allowSleep = true;
            def.position = b2Vec2.Zero;
            def.type = b2BodyType.b2_staticBody;

            b2Body groundBody = world.CreateBody(def);
            groundBody.SetActive(true);

            b2EdgeShape groundBox = new b2EdgeShape();
            groundBox.Set(b2Vec2.Zero, new b2Vec2(900, 100));

            b2FixtureDef fd = new b2FixtureDef();
            fd.friction = 0.3f;
            fd.restitution = 0.1f;
            fd.shape = groundBox;

            groundBody.CreateFixture(fd);
        }
Example #5
0
        public static b2FixtureDef Create()
        {
            b2FixtureDef d = new b2FixtureDef();

            d.Defaults();
            return(d);
        }
Example #6
0
        public void Create(b2Body body, b2FixtureDef def)
        {
            UserData    = def.userData;
            Friction    = def.friction;
            Restitution = def.restitution;

            Body = body;
            Next = null;

            m_filter = def.filter;

            m_isSensor = def.isSensor;

            Shape = def.shape.Clone();

            // Reserve proxy space
            int childCount = Shape.GetChildCount();

            m_proxies = b2ArrayPool <b2FixtureProxy> .Create(childCount, true);

            for (int i = 0; i < childCount; ++i)
            {
                m_proxies[i].fixture = null;
                m_proxies[i].proxyId = b2BroadPhase.e_nullProxy;
            }
            m_proxyCount = 0;

            Density = def.density;
        }
Example #7
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);
            //
        }
Example #8
0
        public void Create(b2Body body, b2FixtureDef def)
        {
            m_userData    = def.userData;
            m_friction    = def.friction;
            m_restitution = def.restitution;

            m_body = body;
            Next   = null;

            m_filter = def.filter;

            m_isSensor = def.isSensor;

            m_shape = def.shape.Clone();

            // Reserve proxy space
            int childCount = m_shape.GetChildCount();

            for (int i = 0; i < childCount; ++i)
            {
                b2FixtureProxy proxy = new b2FixtureProxy();
                proxy.fixture = null;
                proxy.proxyId = b2BroadPhase.e_nullProxy;
                m_proxies.Add(proxy);
            }
            m_proxyCount = 0;

            m_density = def.density;
        }
Example #9
0
        public virtual b2Fixture CreateFixture(b2FixtureDef def)
        {
            if (m_world.IsLocked == true)
            {
                return(null);
            }

            b2Fixture fixture = new b2Fixture();

            fixture.Create(this, def);

            if (m_flags.HasFlag(b2BodyFlags.e_activeFlag))
            {
                b2BroadPhase broadPhase = m_world.ContactManager.BroadPhase;
                fixture.CreateProxies(broadPhase, m_xf);
            }

            fixture.Next  = m_fixtureList;
            m_fixtureList = fixture;
            ++m_fixtureCount;

            fixture.Body = this;

            // Adjust mass properties if needed.
            if (fixture.Density > 0.0f)
            {
                ResetMassData();
            }

            // Let the world know we have a new fixture. This will cause new contacts
            // to be created at the beginning of the next time step.
            m_world.Flags |= b2WorldFlags.e_newFixture;

            return(fixture);
        }
Example #10
0
        public virtual b2Fixture CreateFixture(b2Shape shape, float density)
        {
            b2FixtureDef def = b2FixtureDef.Create();

            def.shape   = shape;
            def.density = density;
            return(CreateFixture(def));
        }
Example #11
0
        public SensorTest()
        {
            {
                b2BodyDef bd  = new b2BodyDef();
                b2Body ground = m_world.CreateBody(bd);

                {
                    b2EdgeShape shape = new b2EdgeShape();
                    shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                    ground.CreateFixture(shape, 0.0f);
                }

#if false
            {
                b2FixtureDef sd = new b2FixtureDef();
                sd.SetAsBox(10.0f, 2.0f, new b2Vec2(0.0f, 20.0f), 0.0f);
                sd.isSensor = true;
                m_sensor = ground.CreateFixture(sd);
            }
#else
                {
                    b2CircleShape shape = new b2CircleShape();
                    shape.Radius = 5.0f;
                    shape.Position = new b2Vec2(0.0f, 10.0f);

                    b2FixtureDef fd = new b2FixtureDef();
                    fd.shape = shape;
                    fd.isSensor = true;
                    m_sensor = ground.CreateFixture(fd);
                }
#endif
            }

            {
                b2CircleShape shape = new b2CircleShape();
                shape.Radius = 1.0f;

                for (int i = 0; i < e_count; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(-10.0f + 3.0f * i, 20.0f);
                    bd.userData = i; //  m_touching[i];

                    m_touching[i] = false;
                    m_bodies[i] = m_world.CreateBody(bd);

                    m_bodies[i].CreateFixture(shape, 1.0f);
                }
            }
        }
Example #12
0
        //public const int e_columnCount = 1;
        //public const int e_rowCount = 1;

        public VerticalStack()
        {
            {
                b2BodyDef bd  = new b2BodyDef();
                b2Body ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);

                shape.Set(new b2Vec2(20.0f, 0.0f), new b2Vec2(20.0f, 20.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            float[] xs = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};

            for (int j = 0; j < e_columnCount; ++j)
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.5f, 0.5f);

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

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

                    int n = j * e_rowCount + i;
                    Debug.Assert(n < e_rowCount * e_columnCount);
                    m_indices[n] = n;
                    bd.userData = m_indices[n];

                    float x = 0.0f;
                    //float32 x = RandomFloat(-0.02f, 0.02f);
                    //float32 x = i % 2 == 0 ? -0.025f : 0.025f;
                    bd.position.Set(xs[j] + x, 0.752f + 1.54f * i);
                    b2Body body = m_world.CreateBody(bd);

                    m_bodies[n] = body;

                    body.CreateFixture(fd);
                }
            }

            m_bullet = null;
        }
Example #13
0
        public Confined()
        {
            {
                b2BodyDef bd  = new b2BodyDef();
                b2Body ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();

                // Floor
                shape.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(10.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);

                // Left wall
                shape.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(-10.0f, 20.0f));
                ground.CreateFixture(shape, 0.0f);

                // Right wall
                shape.Set(new b2Vec2(10.0f, 0.0f), new b2Vec2(10.0f, 20.0f));
                ground.CreateFixture(shape, 0.0f);

                // Roof
                shape.Set(new b2Vec2(-10.0f, 20.0f), new b2Vec2(10.0f, 20.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            float radius = 0.5f;
            b2CircleShape shape1 = new b2CircleShape();
            shape1.Position = b2Vec2.Zero;
            shape1.Radius = radius;

            b2FixtureDef fd = new b2FixtureDef();
            fd.shape = shape1;
            fd.density = 1.0f;
            fd.friction = 0.1f;

            for (int j = 0; j < e_columnCount; ++j)
            {
                for (int i = 0; i < e_rowCount; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius);
                    b2Body body = m_world.CreateBody(bd);

                    body.CreateFixture(fd);
                }
            }

            m_world.Gravity = new b2Vec2(0.0f, 0.0f);
        }
Example #14
0
		void CreatePlatform() {
			
			// Define the dynamic body.
			var bodyDef = new b2BodyDef();
			bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2_staticBody
			
			bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);

			var shape = new b2PolygonShape();
			
			var num = 4;
			b2Vec2[] vertices = {
				new b2Vec2(-102.0f / Constants.PTM_RATIO, -49.5f / Constants.PTM_RATIO),
				new b2Vec2(-113.0f / Constants.PTM_RATIO, -81.5f / Constants.PTM_RATIO),
				new b2Vec2(113.0f / Constants.PTM_RATIO, -84.5f / Constants.PTM_RATIO),
				new b2Vec2(106.0f / Constants.PTM_RATIO, -47.5f / Constants.PTM_RATIO)
			};
			
			shape.Set(vertices, num);
			
			
			// Define the dynamic body fixture.
			var fixtureDef = new b2FixtureDef();
			fixtureDef.shape = shape;	
			fixtureDef.density = 1.0f;
			fixtureDef.friction = 0.3f;
			fixtureDef.restitution =  0.1f;
			
			CreateBodyWithSpriteAndFixture(theWorld, bodyDef, fixtureDef, spriteImageName);
			
			//CONTINUING TO ADD BODY SHAPE....
			
			// THIS IS THE Sling base....
			
			//row 1, col 1
			var num2 = 4;
			b2Vec2[] vertices2 = {
				new b2Vec2(41.0f / Constants.PTM_RATIO, -6.5f / Constants.PTM_RATIO),
				new b2Vec2(35.0f / Constants.PTM_RATIO, -57.5f / Constants.PTM_RATIO),
				new b2Vec2(57.0f / Constants.PTM_RATIO, -65.5f / Constants.PTM_RATIO),
				new b2Vec2(49.0f / Constants.PTM_RATIO, -7.5f / Constants.PTM_RATIO)
			};
			
			shape.Set(vertices2, num2);
			fixtureDef.shape = shape;
			body.CreateFixture(fixtureDef);
			
		}
Example #15
0
        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 #16
0
        /**
         * the destructor cannot access the allocator (no destructor arguments allowed by C++).
         *  We need separation create/destroy functions from the constructor/destructor because
         */
        public void Create(b2Body body, b2Transform xf, b2FixtureDef def)
        {
            m_userData    = def.userData;
            m_friction    = def.friction;
            m_restitution = def.restitution;

            m_body = body;
            m_next = null;

            m_filter = def.filter.Copy();

            m_isSensor = def.isSensor;

            m_shape = def.shape.Copy();

            m_density = def.density;
        }
Example #17
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;
        }
		private void CreateGround()
		{
			// Define the dynamic body.
			var bodyDef = new b2BodyDef();
			bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2_staticBody
			
			bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);
			
			b2PolygonShape shape = new b2PolygonShape();
			
			int num = 4;
			b2Vec2[] vertices = {
				new b2Vec2(-1220.0f / Constants.PTM_RATIO, 54.0f / Constants.PTM_RATIO),
				new b2Vec2(-1220.0f / Constants.PTM_RATIO, -52.0f / Constants.PTM_RATIO),
				new b2Vec2(1019.0f / Constants.PTM_RATIO, -52.0f / Constants.PTM_RATIO),
				new b2Vec2(1019.0f / Constants.PTM_RATIO, 54.0f / Constants.PTM_RATIO)
			};
			
			shape.Set(vertices, num);
			
			
			// Define the dynamic body fixture.
			var fixtureDef = new b2FixtureDef();
			fixtureDef.shape = shape;	
			fixtureDef.density = 1.0f;
			fixtureDef.friction = 1.0f;
			fixtureDef.restitution =  0.1f;
			
			CreateBodyWithSpriteAndFixture(theWorld, bodyDef, fixtureDef, spriteImageName);
			
			if (!TheLevel.SharedLevel.IS_RETINA)
			{
				//non retina adjustment
				sprite.ScaleX = 1.05f;
				
			} else {
				
				// retina adjustment
				
				sprite.ScaleX = 2.05f;
				sprite.ScaleY = 2.0f;
			}

		}
Example #19
0
        public Chain()
        {
            b2Body ground = null;
            {
                b2BodyDef bd  = new b2BodyDef();
                ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.6f, 0.125f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = shape;
                fd.density = 20.0f;
                fd.friction = 0.2f;

                b2RevoluteJointDef jd = new b2RevoluteJointDef();
                jd.CollideConnected = false;

                const float y = 25.0f;
                b2Body prevBody = ground;
                for (int i = 0; i < 30; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(0.5f + i, y);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(fd);

                    b2Vec2 anchor = new b2Vec2(i, y);
                    jd.Initialize(prevBody, body, anchor);
                    m_world.CreateJoint(jd);

                    prevBody = body;
                }
            }
        }
Example #20
0
        public void CreateCircle()
        {
            float radius = 2.0f;
            b2CircleShape shape = new b2CircleShape();
            shape.Position = b2Vec2.Zero;
            shape.Radius = radius;

            b2FixtureDef fd = new b2FixtureDef();
            fd.shape = shape;
            fd.density = 1.0f;
            fd.friction = 0.0f;

            b2Vec2 p = new b2Vec2(Rand.RandomFloat(), 3.0f + Rand.RandomFloat());
            b2BodyDef bd  = new b2BodyDef();
            bd.type = b2BodyType.b2_dynamicBody;
            bd.position = p;
            //bd.allowSleep = false;
            b2Body body = m_world.CreateBody(bd);

            body.CreateFixture(fd);
        }
Example #21
0
        public BoxProp(
               b2World b2world,

             double[] size,
             double[] position

            )
        {
            /*
            static rectangle shaped prop
     
                pars:
                size - array [width, height]
                position - array [x, y], in world meters, of center
            */
            this.size = size;

            //initialize body
            var bdef = new b2BodyDef();
            bdef.position = new b2Vec2(position[0], position[1]);
            bdef.angle = 0;
            bdef.fixedRotation = true;
            this.body = b2world.CreateBody(bdef);

            //initialize shape
            var fixdef = new b2FixtureDef();

            var shape = new b2PolygonShape();
            fixdef.shape = shape;

            shape.SetAsBox(this.size[0] / 2, this.size[1] / 2);

            fixdef.restitution = 0.4; //positively bouncy!



            this.body.CreateFixture(fixdef);
        }
Example #22
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);
        }
Example #23
0
        public Dominos()
        {
            b2Body b1;
            {
                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));

                b2BodyDef bd  = new b2BodyDef();
                b1 = m_world.CreateBody(bd);
                b1.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(6.0f, 0.25f);

                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(-1.5f, 10.0f);
                b2Body ground = m_world.CreateBody(bd);
                ground.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.1f, 1.0f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = shape;
                fd.density = 20.0f;
                fd.friction = 0.1f;

                for (int i = 0; i < 10; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(-6.0f + 1.0f * i, 11.25f);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(fd);
                }
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(7.0f, 0.25f, b2Vec2.Zero, 0.3f);

                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(1.0f, 6.0f);
                b2Body ground = m_world.CreateBody(bd);
                ground.CreateFixture(shape, 0.0f);
            }

            b2Body b2;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.25f, 1.5f);

                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(-7.0f, 4.0f);
                b2 = m_world.CreateBody(bd);
                b2.CreateFixture(shape, 0.0f);
            }

            b2Body b3;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(6.0f, 0.125f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(-0.9f, 1.0f);
                bd.angle = -0.15f;

                b3 = m_world.CreateBody(bd);
                b3.CreateFixture(shape, 10.0f);
            }

            b2RevoluteJointDef jd = new b2RevoluteJointDef();
            b2Vec2 anchor = new b2Vec2();

            anchor.Set(-2.0f, 1.0f);
            jd.Initialize(b1, b3, anchor);
            jd.CollideConnected = true;
            m_world.CreateJoint(jd);

            b2Body b4;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.25f, 0.25f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(-10.0f, 15.0f);
                b4 = m_world.CreateBody(bd);
                b4.CreateFixture(shape, 10.0f);
            }

            anchor.Set(-7.0f, 15.0f);
            jd.Initialize(b2, b4, anchor);
            m_world.CreateJoint(jd);

            b2Body b5;
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(6.5f, 3.0f);
                b5 = m_world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                b2FixtureDef fd = new b2FixtureDef();

                fd.shape = shape;
                fd.density = 10.0f;
                fd.friction = 0.1f;

                shape.SetAsBox(1.0f, 0.1f, new b2Vec2(0.0f, -0.9f), 0.0f);
                b5.CreateFixture(fd);

                shape.SetAsBox(0.1f, 1.0f, new b2Vec2(-0.9f, 0.0f), 0.0f);
                b5.CreateFixture(fd);

                shape.SetAsBox(0.1f, 1.0f, new b2Vec2(0.9f, 0.0f), 0.0f);
                b5.CreateFixture(fd);
            }

            anchor.Set(6.0f, 2.0f);
            jd.Initialize(b1, b5, anchor);
            m_world.CreateJoint(jd);

            b2Body b6;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(1.0f, 0.1f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(6.5f, 4.1f);
                b6 = m_world.CreateBody(bd);
                b6.CreateFixture(shape, 30.0f);
            }

            anchor.Set(7.5f, 4.0f);
            jd.Initialize(b5, b6, anchor);
            m_world.CreateJoint(jd);

            b2Body b7;
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.1f, 1.0f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(7.4f, 1.0f);

                b7 = m_world.CreateBody(bd);
                b7.CreateFixture(shape, 10.0f);
            }

            b2DistanceJointDef djd = new b2DistanceJointDef();
            djd.BodyA = b3;
            djd.BodyB = b7;
            djd.localAnchorA.Set(6.0f, 0.0f);
            djd.localAnchorB.Set(0.0f, -1.0f);
            b2Vec2 d = djd.BodyB.GetWorldPoint(djd.localAnchorB) - djd.BodyA.GetWorldPoint(djd.localAnchorA);
            djd.length = d.Length;
            m_world.CreateJoint(djd);

            {
                float radius = 0.2f;

                b2CircleShape shape = new b2CircleShape();
                shape.Radius = radius;

                for (int i = 0; i < 4; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(5.9f + 2.0f * radius * i, 2.4f);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(shape, 10.0f);
                }
            }
        }
Example #24
0
        /// <summary>
        /// ����ڵ��ϰ�
        /// </summary>
        /// <param name="interval"></param>
        private void AddBar(float interval)
        {
            int offset = new Random().Next(-160, 50);

            // upBar
            CCSprite upBar = CCSprite.spriteWithFile("imgs/bar/up_bar");
            b2BodyDef upBarBodyDef = new b2BodyDef();
            upBarBodyDef.position = new b2Vec2(AppDelegate.screenSize.width / PTM_RATIO, (AppDelegate.screenSize.height + offset + 80) / PTM_RATIO);
            upBarBodyDef.userData = upBar;

            // ��������Ӱ�죬�������ٶ�
            upBarBodyDef.type = b2BodyType.b2_kinematicBody;

            b2Body upBarBody = world.CreateBody(upBarBodyDef);

            b2PolygonShape upBarBox = new b2PolygonShape();
            b2FixtureDef boxShapeDef = new b2FixtureDef();
            boxShapeDef.shape = upBarBox;
            upBarBox.SetAsBox(upBar.contentSize.width / PTM_RATIO / 2, upBar.contentSize.height / PTM_RATIO / 2);

            upBarBody.LinearVelocity = new b2Vec2(-flySpeed, 0);
            upBarBody.CreateFixture(boxShapeDef);

            barLayer.addChild(upBar);

            if (upBars == null)
            {
                upBars = new Queue<CCSprite>();
            }

            // ���²����Ķ�����뵽������
            upBars.Enqueue(upBar);

            // downBar
            CCSprite downBar = CCSprite.spriteWithFile("imgs/bar/down_bar");
            b2BodyDef downBarBodyDef = new b2BodyDef();
            downBarBodyDef.position = new b2Vec2(AppDelegate.screenSize.width / PTM_RATIO, (downBar.contentSize.height + offset * 2 - 80) / 2 / PTM_RATIO);
            downBarBodyDef.userData = downBar;
            downBarBodyDef.type = b2BodyType.b2_kinematicBody;

            b2Body downBarBody = world.CreateBody(downBarBodyDef);

            b2PolygonShape downBarBox = new b2PolygonShape();
            b2FixtureDef shapeDef = new b2FixtureDef();
            shapeDef.shape = downBarBox;
            downBarBox.SetAsBox(downBar.contentSize.width / PTM_RATIO / 2, downBar.contentSize.height / PTM_RATIO / 2);

            downBarBody.LinearVelocity = new b2Vec2(-flySpeed, 0);
            downBarBody.CreateFixture(shapeDef);
            barLayer.addChild(downBar);
        }
Example #25
0
        public Car()
        {
            m_hz = 4.0f;
            m_zeta = 0.7f;
            m_speed = 50.0f;

            b2Body ground = null;
            {
                b2BodyDef bd  = new b2BodyDef();
                ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = shape;
                fd.density = 0.0f;
                fd.friction = 0.6f;

                shape.Set(new b2Vec2(-20.0f, 0.0f), new b2Vec2(20.0f, 0.0f));
                ground.CreateFixture(fd);

                float[] hs = {0.25f, 1.0f, 4.0f, 0.0f, 0.0f, -1.0f, -2.0f, -2.0f, -1.25f, 0.0f};

                float x = 20.0f, y1 = 0.0f, dx = 5.0f;

                for (int i = 0; i < 10; ++i)
                {
                    float y2 = hs[i];
                    shape.Set(new b2Vec2(x, y1), new b2Vec2(x + dx, y2));
                    ground.CreateFixture(fd);
                    y1 = y2;
                    x += dx;
                }

                for (int i = 0; i < 10; ++i)
                {
                    float y2 = hs[i];
                    shape.Set(new b2Vec2(x, y1), new b2Vec2(x + dx, y2));
                    ground.CreateFixture(fd);
                    y1 = y2;
                    x += dx;
                }

                shape.Set(new b2Vec2(x, 0.0f), new b2Vec2(x + 40.0f, 0.0f));
                ground.CreateFixture(fd);

                x += 80.0f;
                shape.Set(new b2Vec2(x, 0.0f), new b2Vec2(x + 40.0f, 0.0f));
                ground.CreateFixture(fd);

                x += 40.0f;
                shape.Set(new b2Vec2(x, 0.0f), new b2Vec2(x + 10.0f, 5.0f));
                ground.CreateFixture(fd);

                x += 20.0f;
                shape.Set(new b2Vec2(x, 0.0f), new b2Vec2(x + 40.0f, 0.0f));
                ground.CreateFixture(fd);

                x += 40.0f;
                shape.Set(new b2Vec2(x, 0.0f), new b2Vec2(x, 20.0f));
                ground.CreateFixture(fd);
            }

            // Teeter
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(140.0f, 1.0f);
                bd.type = b2BodyType.b2_dynamicBody;
                b2Body body = m_world.CreateBody(bd);

                b2PolygonShape box = new b2PolygonShape();
                box.SetAsBox(10.0f, 0.25f);
                body.CreateFixture(box, 1.0f);

                b2RevoluteJointDef jd = new b2RevoluteJointDef();
                jd.Initialize(ground, body, body.Position);
                jd.lowerAngle = -8.0f * b2Settings.b2_pi / 180.0f;
                jd.upperAngle = 8.0f * b2Settings.b2_pi / 180.0f;
                jd.enableLimit = true;
                m_world.CreateJoint(jd);

                body.ApplyAngularImpulse(100.0f);
            }

            // Bridge
            {
                int N = 20;
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(1.0f, 0.125f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = shape;
                fd.density = 1.0f;
                fd.friction = 0.6f;

                b2RevoluteJointDef jd = new b2RevoluteJointDef();

                b2Body prevBody = ground;
                for (int i = 0; i < N; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(161.0f + 2.0f * i, -0.125f);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(fd);

                    b2Vec2 anchor = new b2Vec2(160.0f + 2.0f * i, -0.125f);
                    jd.Initialize(prevBody, body, anchor);
                    m_world.CreateJoint(jd);

                    prevBody = body;
                }

                b2Vec2 anchor1 = new b2Vec2(160.0f + 2.0f * N, -0.125f);
                jd.Initialize(prevBody, ground, anchor1);
                m_world.CreateJoint(jd);
            }

            // Boxes
            {
                b2PolygonShape box = new b2PolygonShape();
                box.SetAsBox(0.5f, 0.5f);

                b2Body body = null;
                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;

                bd.position.Set(230.0f, 0.5f);
                body = m_world.CreateBody(bd);
                body.CreateFixture(box, 0.5f);

                bd.position.Set(230.0f, 1.5f);
                body = m_world.CreateBody(bd);
                body.CreateFixture(box, 0.5f);

                bd.position.Set(230.0f, 2.5f);
                body = m_world.CreateBody(bd);
                body.CreateFixture(box, 0.5f);

                bd.position.Set(230.0f, 3.5f);
                body = m_world.CreateBody(bd);
                body.CreateFixture(box, 0.5f);

                bd.position.Set(230.0f, 4.5f);
                body = m_world.CreateBody(bd);
                body.CreateFixture(box, 0.5f);
            }

            // Car
            {
                b2PolygonShape chassis = new b2PolygonShape();
                b2Vec2[] vertices = new b2Vec2[8];
                vertices[0].Set(-1.5f, -0.5f);
                vertices[1].Set(1.5f, -0.5f);
                vertices[2].Set(1.5f, 0.0f);
                vertices[3].Set(0.0f, 0.9f);
                vertices[4].Set(-1.15f, 0.9f);
                vertices[5].Set(-1.5f, 0.2f);
                chassis.Set(vertices, 6);

                b2CircleShape circle = new b2CircleShape();
                circle.Radius = 0.4f;

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(0.0f, 1.0f);
                m_car = m_world.CreateBody(bd);
                m_car.CreateFixture(chassis, 1.0f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = circle;
                fd.density = 1.0f;
                fd.friction = 0.9f;

                bd.position.Set(-1.0f, 0.35f);
                m_wheel1 = m_world.CreateBody(bd);
                m_wheel1.CreateFixture(fd);

                bd.position.Set(1.0f, 0.4f);
                m_wheel2 = m_world.CreateBody(bd);
                m_wheel2.CreateFixture(fd);

                b2WheelJointDef jd = new b2WheelJointDef();
                b2Vec2 axis = new b2Vec2(0.0f, 1.0f);

                jd.Initialize(m_car, m_wheel1, m_wheel1.Position, axis);
                jd.motorSpeed = 0.0f;
                jd.maxMotorTorque = 20.0f;
                jd.enableMotor = true;
                jd.frequencyHz = m_hz;
                jd.dampingRatio = m_zeta;
                m_spring1 = (b2WheelJoint) m_world.CreateJoint(jd);

                jd.Initialize(m_car, m_wheel2, m_wheel2.Position, axis);
                jd.motorSpeed = 0.0f;
                jd.maxMotorTorque = 10.0f;
                jd.enableMotor = false;
                jd.frequencyHz = m_hz;
                jd.dampingRatio = m_zeta;
                m_spring2 = (b2WheelJoint) m_world.CreateJoint(jd);
            }
        }
        public PhysicalRocket(
            StarlingGameSpriteWithRocketTextures textures_rocket,
            StarlingGameSpriteWithPhysics Context,
            bool issmoke     = false,
            Image Explosion1 = null
            )
        {
            this.issmoke = issmoke;

            this.Context         = Context;
            this.textures_rocket = textures_rocket;

            this.CurrentInput = new KeySample();

            visual = new Image(textures_rocket.rocket1());
            visual.AttachTo(Context.Content);


            //this.CameraRotation = Math.PI / 2;

            #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;

                if (issmoke)
                {
                    body = Context.smoke_b2world.CreateBody(bodyDef);
                }
                else
                {
                    body = Context.damage_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(0.5);

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

                var fix_data = new Action <double>(
                    jeep_forceA =>
                {
                    this.body.SetActive(false);
                    this.visual.visible = false;

                    // explode?
                    this.speed        = 0;
                    this.CurrentInput = new KeySample();

                    Context.CreateExplosion(
                        this.body.GetPosition().x,
                        this.body.GetPosition().y
                        );
                }
                    );

                // this does NOT work!
                fix.SetUserData(fix_data);
            }


            #endregion



            Context.internalunits.Add(this);
        }
Example #27
0
        public PhysicalPed(StarlingGameSpriteWithPedTextures textures, StarlingGameSpriteWithPhysics Context)
        {
            this.CurrentInput = new KeySample();
            this.textures     = textures;
            this.Context      = Context;

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


            visual = new VisualPed(textures, Context,
                                   AnimateSeed:
                                   Context.random.Next() % 3000
                                   );


            #region 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;

                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(1.0);


                var fix = body.CreateFixture(fixDef);

                var fix_data = new Action <double>(
                    zombie_forceA =>
                {
                    if (zombie_forceA < 1)
                    {
                        return;
                    }

                    // zombie runs against a building
                    if (zombie_forceA > 3.6)
                    {
                        if (visual.WalkLikeZombie)
                        {
                            Console.WriteLine(new { zombie_forceA });

                            this.body.SetActive(false);
                            this.damagebody.SetActive(false);
                            this.visual.LayOnTheGround = true;
                            this.SetVelocityFromInput(new KeySample());
                        }
                    }

                    if (oncollision != null)
                    {
                        oncollision(this, zombie_forceA);
                    }
                }
                    );
                fix.SetUserData(fix_data);
            }


            #endregion

            #region groundkarma_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;

                karmabody = Context.groundkarma_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(1.0);


                var fix = karmabody.CreateFixture(fixDef);
            }
            #endregion

            #region damage_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;

                damagebody = Context.damage_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(1.0);


                var fix = damagebody.CreateFixture(fixDef);

                var fix_data = new Action <double>(
                    jeep_forceA =>
                {
                    if (jeep_forceA < 0.5)
                    {
                        return;
                    }

                    if (visual.WalkLikeZombie)
                    {
                        this.body.SetActive(false);
                        this.damagebody.SetActive(false);
                        this.visual.LayOnTheGround = true;
                        this.SetVelocityFromInput(new KeySample());
                    }
                    //if (jeep_forceA < 1)
                    //    return;

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


            #endregion


            Context.internalunits.Add(this);
        }
        public StarlingGameSpriteWithHindControl()
        {
            // how much bigger are units in flight altidude?

            var textures_hind = new StarlingGameSpriteWithHindTextures(this.new_tex_crop);


            this.onbeforefirstframe += (stage, s) =>
            {
                var physical0 = new PhysicalHind(textures_hind, this);


                for (int ix = 0; ix < 32; ix++)
                {
                    var physical1 = new PhysicalHind(textures_hind, this);
                    var physical2 = new PhysicalHind(textures_hind, this);
                    var physical3 = new PhysicalHind(textures_hind, this);

                    physical1.SetPositionAndAngle(10 + 20 * ix, 20);

                    physical2.visual.Altitude = 1.0;

                    physical2.SetPositionAndAngle(20 + 20 * ix, 40);

                    physical3.visual.Altitude = 0.5;

                    physical3.SetPositionAndAngle(30 + 20 * ix, 60);
                }



                bool mode_changepending = false;
                //bool visual0_flightmode = false;


                #region __keyDown

                stage.keyDown +=
                    e =>
                {
                    // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/
                    if (e.altKey)
                    {
                        __keyDown[System.Windows.Forms.Keys.Alt] = true;
                    }

                    __keyDown[(System.Windows.Forms.Keys)e.keyCode] = true;
                };

                stage.keyUp +=
                    e =>
                {
                    if (!e.altKey)
                    {
                        __keyDown[System.Windows.Forms.Keys.Alt] = false;
                    }

                    __keyDown[(System.Windows.Forms.Keys)e.keyCode] = false;
                };

                #endregion

                this.current = physical0;

                // http://doc.starling-framework.org/core/starling/filters/ColorMatrixFilter.html
                // create an inverted filter with 50% saturation and 180° hue rotation
                var filter = new ColorMatrixFilter();
                filter.adjustSaturation(-1.0);
                filter.invert();
                filter.adjustContrast(0.5);

                this.filter      = filter;
                this.stage.color = 0x808080;

                onsyncframe +=
                    delegate
                {
                    #region mode
                    if (!__keyDown[System.Windows.Forms.Keys.Space])
                    {
                        // space is not down.
                        mode_changepending = true;
                    }
                    else
                    {
                        if (mode_changepending)
                        {
                            (current as PhysicalHind).With(
                                hind1 =>
                            {
                                if (hind1.visual.Altitude == 0)
                                {
                                    hind1.VerticalVelocity = 1.0;
                                }
                                else
                                {
                                    hind1.VerticalVelocity = -0.4;
                                }
                            }
                                );



                            mode_changepending = false;
                        }
                    }
                    #endregion


                    // for camera

                    current.SetVelocityFromInput(__keyDown);



                    #region simulate a weapone!
                    if (__keyDown[System.Windows.Forms.Keys.ControlKey])
                    {
                        if (frameid % 20 == 0)
                        {
                            var bodyDef = new b2BodyDef();

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

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

                            var body = physical0.body.GetWorld().CreateBody(bodyDef);
                            body.SetPosition(
                                new b2Vec2(
                                    current.body.GetPosition().x + 2,
                                    current.body.GetPosition().y + 2
                                    )
                                );

                            body.SetLinearVelocity(
                                new b2Vec2(
                                    100,
                                    100
                                    )
                                );

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


                            fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(1.0);


                            var fix = body.CreateFixture(fixDef);

                            //body.SetPosition(
                            //    new b2Vec2(0, -100 * 16)
                            //);
                        }
                    }
                    #endregion
                };
            };
        }
        public PhysicalBarrel(StarlingGameSpriteWithBunkerTextures textures, StarlingGameSpriteWithPhysics Context)
        {
            this.CurrentInput = new KeySample();

            // hide in a barrel?
            //this.driverseat = new DriverSeat();

            this.textures = textures;
            this.Context = Context;


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

            visualshadow = new Image(
               textures.barrel1_shadow()
           ).AttachTo(Context.Content_layer2_shadows);


            visual = new Image(
               textures.barrel1()
           ).AttachTo(Context.Content_layer3_buildings);


            {
                //initialize body
                var bdef = new b2BodyDef();
                bdef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
                bdef.linearDamping = 8.0;
                bdef.angularDamping = 8;

                bdef.angle = 0;
                this.body = Context.ground_b2world.CreateBody(bdef);

                //initialize shape
                var fixdef = new b2FixtureDef();
                fixdef.density = 1;
                fixdef.friction = 0.01;
                //fixdef.restitution = 0.4; //positively bouncy!

                var shape = new b2PolygonShape();
                fixdef.shape = shape;

                shape.SetAsBox(1.6, 1);




                var fix = this.body.CreateFixture(fixdef);


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

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

            {
                //initialize body
                var bdef = new b2BodyDef();
                bdef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
                bdef.linearDamping = 8.0;
                bdef.angularDamping = 8;

                bdef.angle = 0;
                this.karmabody = Context.groundkarma_b2world.CreateBody(bdef);

                //initialize shape
                var fixdef = new b2FixtureDef();
                fixdef.density = 1;
                fixdef.friction = 0.01;
                //fixdef.restitution = 0.4; //positively bouncy!

                var shape = new b2PolygonShape();
                fixdef.shape = shape;


                shape.SetAsBox(1.6, 1);



                this.karmabody.CreateFixture(fixdef);
            }
            Context.internalunits.Add(this);
        }
Example #30
0
        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);
        }
        public StarlingGameSpriteWithPedSync()
        {
            var textures_ped = new StarlingGameSpriteWithPedTextures(new_tex_crop, new_texsprite_crop);


            this.onbeforefirstframe += (stage, s) =>
            {
                #region :ego
                var ego = new PhysicalPed(textures_ped, this)
                {
                    Identity = sessionid + ":ego"
                };

                ego.SetPositionAndAngle(
                    random.NextDouble() * -8,
                    random.NextDouble() * -8,
                    random.NextDouble() * Math.PI
                    );

                current = ego;
                #endregion

                // 32x32 = 15FPS?
                // 24x24 35?

                #region others
                for (int ix = 2; ix < 4; ix++)
                {
                    for (int iy = 2; iy < 4; iy++)
                    {
                        var p = new PhysicalPed(textures_ped, this);

                        p.SetPositionAndAngle(
                            8 * ix, 8 * iy
                            );
                    }
                }
                #endregion


                #region KeySample
                var __keyDown = new KeySample();

                stage.keyDown +=
                    e =>
                {
                    // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/
                    if (e.altKey)
                    {
                        __keyDown[Keys.Alt] = true;
                    }

                    __keyDown[(Keys)e.keyCode] = true;
                };

                stage.keyUp +=
                    e =>
                {
                    if (!e.altKey)
                    {
                        __keyDown[Keys.Alt] = false;
                    }

                    __keyDown[(Keys)e.keyCode] = false;
                };

                #endregion

                #region other
                Func <string, RemoteGame> other = __egoid =>
                {
                    // that other game has sent us a sync frame!

                    var already_known_other = others.FirstOrDefault(k => k.__egoid == __egoid);

                    if (already_known_other == null)
                    {
                        already_known_other = new RemoteGame
                        {
                            __egoid = __egoid,

                            // this
                            __syncframeid = this.syncframeid
                        };

                        others.Add(already_known_other);
                    }


                    return(already_known_other);
                };
                #endregion


                #region __at_sync
                __at_sync += __egoid =>
                {
                    // that other game has sent us a sync frame!

                    var o = other(__egoid);

                    o.__syncframeid++;
                    // move on!
                };
                #endregion


                #region __at_SetVelocityFromInput
                __at_SetVelocityFromInput +=
                    (
                        string __egoid,
                        string __identity,
                        string __KeySample,
                        string __fixup_x,
                        string __fixup_y,
                        string __fixup_angle

                    ) =>
                {
                    var o = other(__egoid);



                    if (o.ego == null)
                    {
                        o.ego = new PhysicalPed(textures_ped, this)
                        {
                            Identity            = __identity,
                            RemoteGameReference = o
                        };

                        o.ego.SetPositionAndAngle(
                            double.Parse(__fixup_x),
                            double.Parse(__fixup_y),
                            double.Parse(__fixup_angle)
                            );
                    }


                    // set the input!


                    o.ego.SetVelocityFromInput(
                        new KeySample
                    {
                        value = int.Parse(__KeySample),

                        fixup = true,

                        x     = double.Parse(__fixup_x),
                        y     = double.Parse(__fixup_y),
                        angle = double.Parse(__fixup_angle)
                    }
                        );
                };
                #endregion


                bool mode_changepending = false;
                onsyncframe += delegate
                {
                    // sync me!

                    // tell others in the session about our game
                    // a beacon


                    #region simulate a weapone!
                    if (__keyDown[Keys.ControlKey])
                    {
                        if (frameid % 20 == 0)
                        {
                            var bodyDef = new b2BodyDef();

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

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

                            var body = ground_b2world.CreateBody(bodyDef);
                            body.SetPosition(
                                new b2Vec2(
                                    current.body.GetPosition().x + 2,
                                    current.body.GetPosition().y + 2
                                    )
                                );

                            body.SetLinearVelocity(
                                new b2Vec2(
                                    100,
                                    100
                                    )
                                );

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


                            fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(1.0);


                            var fix = body.CreateFixture(fixDef);

                            //body.SetPosition(
                            //    new b2Vec2(0, -100 * 16)
                            //);
                        }
                    }
                    #endregion


                    #region mode
                    if (!__keyDown[Keys.Space])
                    {
                        // space is not down.
                        mode_changepending = true;
                    }
                    else
                    {
                        if (mode_changepending)
                        {
                            if (ego.visual.LayOnTheGround)
                            {
                                ego.visual.LayOnTheGround = false;
                            }
                            else
                            {
                                ego.visual.LayOnTheGround = true;
                            }

                            mode_changepending = false;
                        }
                    }
                    #endregion



                    ego.SetVelocityFromInput(__keyDown);

                    __raise_SetVelocityFromInput(
                        "" + sessionid,
                        ego.Identity,
                        "" + ego.CurrentInput.value,
                        "" + ego.body.GetPosition().x,
                        "" + ego.body.GetPosition().y,
                        "" + ego.body.GetAngle()

                        );


                    // tell others this sync frame ended for us
                    __raise_sync("" + sessionid);
                };
            };
        }
Example #32
0
        public void Create(b2Body body, b2FixtureDef def)
        {
            m_userData = def.userData;
            m_friction = def.friction;
            m_restitution = def.restitution;

            m_body = body;
            Next = null;

            m_filter = def.filter;

            m_isSensor = def.isSensor;

            m_shape = def.shape.Clone();

            // Reserve proxy space
            int childCount = m_shape.GetChildCount();
            for (int i = 0; i < childCount; ++i)
            {
                b2FixtureProxy proxy = new b2FixtureProxy();
                proxy.fixture = null;
                proxy.proxyId = b2BroadPhase.e_nullProxy;
                m_proxies.Add(proxy);
            }
            m_proxyCount = 0;

            m_density = def.density;
        }
Example #33
0
        public virtual b2Fixture CreateFixture(b2FixtureDef def)
        {
            if (m_world.IsLocked == true)
            {
                return null;
            }

            b2Fixture fixture = new b2Fixture();
            fixture.Create(this, def);

            if (m_flags.HasFlag(b2BodyFlags.e_activeFlag))
            {
                b2BroadPhase broadPhase = m_world.ContactManager.BroadPhase;
                fixture.CreateProxies(broadPhase, m_xf);
            }

            fixture.Next = m_fixtureList;
            m_fixtureList = fixture;
            ++m_fixtureCount;

            fixture.Body = this;

            // Adjust mass properties if needed.
            if (fixture.Density > 0.0f)
            {
                ResetMassData();
            }

            // Let the world know we have a new fixture. This will cause new contacts
            // to be created at the beginning of the next time step.
            m_world.Flags |= b2WorldFlags.e_newFixture;

            return fixture;
        }
        // http://blog.allanbishop.com/box2d-2-1a-tutorial-part-1/

        public ApplicationSprite()
        {

            _world = new b2World(new b2Vec2(0, 10), true);

            var groundBodyDef = new b2BodyDef();
            groundBodyDef.position.Set(SWF_HALF_WIDTH / PIXELS_TO_METRE,
                          SWF_HEIGHT / PIXELS_TO_METRE - 20 / PIXELS_TO_METRE);

            var groundBody = _world.CreateBody(groundBodyDef);

            var groundBox = new b2PolygonShape();
            groundBox.SetAsBox(SWF_HALF_WIDTH / PIXELS_TO_METRE,
                           20 / PIXELS_TO_METRE);

            var groundFixtureDef = new b2FixtureDef();
            groundFixtureDef.shape = groundBox;
            groundFixtureDef.density = 1;
            groundFixtureDef.friction = 1;
            groundBody.CreateFixture(groundFixtureDef);

            var bodyDef = new b2BodyDef();
            bodyDef.type = b2Body.b2_dynamicBody;
            bodyDef.position.Set(SWF_HALF_WIDTH / PIXELS_TO_METRE, 4);
            var body = _world.CreateBody(bodyDef);

            var dynamicBox = new b2PolygonShape();
            dynamicBox.SetAsBox(1, 1);

            var fixtureDef = new b2FixtureDef();
            fixtureDef.shape = dynamicBox;
            fixtureDef.density = 1;
            fixtureDef.friction = 0.3;

            body.CreateFixture(fixtureDef);

            var debugSprite = new Sprite();
            addChild(debugSprite);
            var debugDraw = new b2DebugDraw();
            debugDraw.SetSprite(debugSprite);
            debugDraw.SetDrawScale(PIXELS_TO_METRE);
            debugDraw.SetLineThickness(1.0);
            debugDraw.SetAlpha(1);
            debugDraw.SetFillAlpha(0.4);
            debugDraw.SetFlags(b2DebugDraw.e_shapeBit);
            _world.SetDebugDraw(debugDraw);


            // Add event for main loop

            this.stage.enterFrame +=
                delegate
                {
                    var timeStep = 1 / 30.0;
                    var velocityIterations = 6;
                    var positionIterations = 2;

                    _world.Step(timeStep, velocityIterations, positionIterations);
                    _world.ClearForces();
                    _world.DrawDebugData();

                };


        }
Example #35
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 #36
0
        /// <summary>
        /// ��һ����ӵ���
        /// �ڶ�������box-2d�������潫������Ϊ��̬������ӵ�����������
        /// </summary>
        private void AddGround()
        {
            ground = CCSprite.spriteWithFile("imgs/ground/ground");
            ground.position = new CCPoint(ground.contentSize.width / 2, ground.contentSize.height / 2);

            b2BodyDef groundBodyDef = new b2BodyDef();
            groundBodyDef.position = new b2Vec2(ground.contentSize.width / PTM_RATIO / 2, ground.contentSize.height / PTM_RATIO / 2);
            groundBodyDef.userData = ground;

            // ��������Ӱ�죬�����˶�
            groundBodyDef.type = b2BodyType.b2_staticBody;

            // ����ground���˶���ʹ���ٶ���bird�ķ����ٶ�һ��
            var action1 = CCMoveTo.actionWithDuration(ground.contentSize.width / (4 * PTM_RATIO * flySpeed),
                                                      new CCPoint(ground.contentSize.width / 4, ground.position.y));
            var action2 = CCMoveTo.actionWithDuration(0, new CCPoint(ground.contentSize.width / 2, ground.position.y));
            var action = CCSequence.actionOneTwo(action1, action2);
            var repeatAction = CCRepeatForever.actionWithAction(action);
            repeatAction.tag = 0;
            ground.runAction(repeatAction);

            b2Body groundBody = world.CreateBody(groundBodyDef);
            b2PolygonShape groundBox = new b2PolygonShape();
            b2FixtureDef boxShapeDef = new b2FixtureDef();
            boxShapeDef.shape = groundBox;
            groundBox.SetAsBox(ground.contentSize.width / PTM_RATIO / 2, ground.contentSize.height / PTM_RATIO / 2);
            groundBody.CreateFixture(boxShapeDef);
            this.addChild(ground);
        }
Example #37
0
        void AddBall()
        {
            if (ballsBatch.ChildrenCount < MAX_NUM_BALLS) {
                int idx = (CCRandom.Float_0_1 () > .5 ? 0 : 1);
                int idy = (CCRandom.Float_0_1 () > .5 ? 0 : 1);
                var sprite = new CCPhysicsSprite (ballTexture, new CCRect (32 * idx, 32 * idy, 32, 32), PTM_RATIO);

                ballsBatch.AddChild (sprite);

                CCPoint p = GetRandomPosition (sprite.ContentSize);

                sprite.Position = new CCPoint (p.X, p.Y);

                var def = new b2BodyDef ();
                def.position = new b2Vec2 (p.X / PTM_RATIO, p.Y / PTM_RATIO);
                def.linearVelocity = new b2Vec2 (0.0f, -1.0f);
                def.type = b2BodyType.b2_dynamicBody;
                b2Body body = world.CreateBody (def);

                var circle = new b2CircleShape ();
                circle.Radius = 0.5f;

                var fd = new b2FixtureDef ();
                fd.shape = circle;
                fd.density = 1f;
                fd.restitution = 0.85f;
                fd.friction = 0f;
                body.CreateFixture (fd);

                sprite.PhysicsBody = body;
            }
        }
Example #38
0
        private void Create(int index)
        {
            if (m_bodies[m_bodyIndex] != null)
            {
                m_world.DestroyBody(m_bodies[m_bodyIndex]);
                m_bodies[m_bodyIndex] = null;
            }

            b2BodyDef bd  = new b2BodyDef();

            float x = Rand.RandomFloat(-10.0f, 10.0f);
            float y = Rand.RandomFloat(10.0f, 20.0f);
            bd.position.Set(x, y);
            bd.angle = Rand.RandomFloat(-b2Settings.b2_pi, b2Settings.b2_pi);
            bd.type = b2BodyType.b2_dynamicBody;

            if (index == 4)
            {
                bd.angularDamping = 0.02f;
            }

            m_bodies[m_bodyIndex] = m_world.CreateBody(bd);

            if (index < 4)
            {
                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = m_polygons[index];
                fd.friction = 0.3f;
                fd.density = 20.0f;
                m_bodies[m_bodyIndex].CreateFixture(fd);
            }
            else
            {
                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = m_circle;
                fd.friction = 0.3f;
                fd.density = 20.0f;
                m_bodies[m_bodyIndex].CreateFixture(fd);
            }

            m_bodyIndex = (m_bodyIndex + 1) % e_maxBodies;
        }
        public StarlingGameSpriteWithPedControlTimetravel()
        {
            var textures = new StarlingGameSpriteWithPedTextures(new_tex_crop, new_texsprite_crop);



            this.onbeforefirstframe += (stage, s) =>
            {
                // 1000 / 15
                // this means 15 samples per second
                var ilag = 7;

                #region man_with_lag
                var man_with_lag = new PhysicalPed(textures, this);

                //karmaman.body.SetActive(false);

                for (int i = 0; i < ilag; i++)
                {
                    man_with_lag.KarmaInput4.Enqueue(
                        new KeySample()
                        );
                }

                man_with_lag.body.SetPosition(
                    new b2Vec2(-8, 8)
                    );

                man_with_lag.karmabody.SetPosition(
                    new b2Vec2(-8, 8)
                    );
                #endregion


                #region man_with_karma
                var man_with_karma = new PhysicalPed(textures, this);

                man_with_karma.SetPositionAndAngle(-8, -8);



                #endregion



                var physical0 = new PhysicalPed(textures, this);
                current = physical0;

                // 32x32 = 15FPS?
                // 24x24 35?

                #region the others
                for (int ix = 1; ix < 4; ix++)
                {
                    for (int iy = 1; iy < 4; iy++)
                    {
                        var p = new PhysicalPed(textures, this);

                        p.SetPositionAndAngle(
                            8 * ix, 8 * iy
                            );
                    }
                }
                #endregion


                #region __keyDown
                var __keyDown = new KeySample();

                stage.keyDown +=
                    e =>
                {
                    // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/
                    if (e.altKey)
                    {
                        __keyDown[Keys.Alt] = true;
                    }

                    __keyDown[(Keys)e.keyCode] = true;
                };

                stage.keyUp +=
                    e =>
                {
                    if (!e.altKey)
                    {
                        __keyDown[Keys.Alt] = false;
                    }

                    __keyDown[(Keys)e.keyCode] = false;
                };

                #endregion

                bool mode_changepending = false;

                var man_with_karma_karmavisuals = new Queue <VisualPed>();
                var physical0_karmavisuals      = new Queue <VisualPed>();
                var karmasw = new Stopwatch();
                karmasw.Start();



                //var inputfilter = new Stopwatch();
                //inputfilter.Start();

                onsyncframe += delegate
                {
                    physical0.SetVelocityFromInput(__keyDown);

                    man_with_karma.SetVelocityFromInput(__keyDown);

                    man_with_lag.KarmaInput4.Enqueue(new KeySample {
                        value = __keyDown.value
                    });
                    var physical2_karmastream_keydown = man_with_lag.KarmaInput4.Dequeue();

                    // this one lives in the past?
                    man_with_lag.SetVelocityFromInput(physical2_karmastream_keydown);


                    #region karmavisuals
                    if (karmasw.ElapsedMilliseconds > (1000 / 15))
                    {
                        karmasw.Restart();

                        {
                            physical0_karmavisuals.Enqueue(physical0.visual);

                            if (physical0_karmavisuals.Count > ilag)
                            {
                                physical0_karmavisuals.Dequeue().Orphanize();
                            }

                            physical0.visual.shadow.visible      = false;
                            physical0.visual.currentvisual.alpha = 0.2;

                            physical0.visual = new VisualPed(textures, this, physical0.visual.AnimateSeed)
                            {
                                LayOnTheGround = physical0.visual.LayOnTheGround
                            };

                            physical0.ShowPositionAndAngle();
                        }


                        {
                            man_with_karma_karmavisuals.Enqueue(man_with_karma.visual);

                            if (man_with_karma_karmavisuals.Count > 4)
                            {
                                man_with_karma_karmavisuals.Dequeue().Orphanize();
                            }

                            man_with_karma.visual.shadow.visible      = false;
                            man_with_karma.visual.currentvisual.alpha = 0.2;

                            man_with_karma.visual = new VisualPed(textures, this, man_with_karma.visual.AnimateSeed)
                            {
                                LayOnTheGround = man_with_karma.visual.LayOnTheGround
                            };

                            man_with_karma.ShowPositionAndAngle();
                        }
                    }
                    #endregion
                };

                onframe += delegate
                {
                    this.Text = new
                    {
                        da = (man_with_lag.body.GetAngle() - physical0.body.GetAngle()).RadiansToDegrees(),
                        dx = man_with_lag.body.GetPosition().x - physical0.body.GetPosition().x,
                        dy = man_with_lag.body.GetPosition().y - physical0.body.GetPosition().y
                    }.ToString();



                    #region simulate a weapone!
                    if (__keyDown[Keys.ControlKey])
                    {
                        if (frameid % 20 == 0)
                        {
                            var bodyDef = new b2BodyDef();

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

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

                            var body = ground_b2world.CreateBody(bodyDef);
                            body.SetPosition(
                                new b2Vec2(
                                    current.body.GetPosition().x + 2,
                                    current.body.GetPosition().y + 2
                                    )
                                );

                            body.SetLinearVelocity(
                                new b2Vec2(
                                    100,
                                    100
                                    )
                                );

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


                            fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(1.0);


                            var fix = body.CreateFixture(fixDef);

                            //body.SetPosition(
                            //    new b2Vec2(0, -100 * 16)
                            //);
                        }
                    }
                    #endregion


                    #region mode
                    if (__keyDown[Keys.Space])
                    {
                        // space is not down.
                        mode_changepending = true;
                    }
                    else
                    {
                        if (mode_changepending)
                        {
                            if (physical0.visual.LayOnTheGround)
                            {
                                physical0.visual.LayOnTheGround = false;
                            }
                            else
                            {
                                physical0.visual.LayOnTheGround = true;
                            }

                            mode_changepending = false;
                        }
                    }
                    #endregion
                };
            };
        }
        public StarlingGameSpriteWithTestDriversWithAudio()
        {
            // http://www.mochigames.com/game/gunship_v838523/

            textures_ped = new StarlingGameSpriteWithPedTextures(this.new_tex_crop, this.new_texsprite_crop);


            var textures_map = new StarlingGameSpriteWithMapTextures(new_tex_crop);

            var textures_jeep = new StarlingGameSpriteWithJeepTextures(this.new_tex_crop);

            var textures_hind       = new StarlingGameSpriteWithHindTextures(this.new_tex_crop);
            var textures_tank       = new StarlingGameSpriteWithTankTextures(this.new_texsprite_crop);
            var textures_cannon     = new StarlingGameSpriteWithCannonTextures(this.new_tex_crop);
            var textures_bunker     = new StarlingGameSpriteWithBunkerTextures(this.new_tex_crop);
            var textures_rocket     = new StarlingGameSpriteWithRocketTextures(this.new_tex_crop);
            var textures_explosions = new StarlingGameSpriteWithMapExplosionsTextures(new_tex96);

            this.disablephysicsdiagnostics = true;

            this.onbeforefirstframe += (stage, s) =>
            {
                var explosins = new List <ExplosionInfo>();

                s.stage.color = 0xB27D51;

                // error JSC1000: ActionScript : failure at starling.display.Stage.add_keyUp : Object reference not set to an instance of an object.

                #region F2
                stage.keyUp +=
                    e =>
                {
                    if (e.keyCode == (uint)System.Windows.Forms.Keys.F2)
                    {
                        this.Content_layer2_shadows.visible =
                            !this.Content_layer2_shadows.visible;
                    }
                };
                #endregion

                #region F3
                stage.keyUp +=
                    e =>
                {
                    if (e.keyCode == (uint)System.Windows.Forms.Keys.F3)
                    {
                        this.Content_layer0_tracks.visible =
                            !this.Content_layer0_tracks.visible;
                    }
                };
                #endregion

                #region F1
                stage.keyUp +=
                    e =>
                {
                    if (e.keyCode == (uint)System.Windows.Forms.Keys.F1)
                    {
                        if (this.internalscale == 0.3)
                        {
                            this.internalscale = 0.05;
                        }
                        else
                        {
                            this.internalscale = 0.3;
                        }
                    }
                };
                #endregion

                var hud = new Image(textures_ped.hud_look()).AttachTo(this);

                #region hill1
                for (int i = 0; i < 32; i++)
                {
                    new Image(textures_map.hill1()).AttachTo(Content_layer0_ground).With(
                        hill =>
                    {
                        hill.x = 2048.Random();
                        hill.y = 2048.Random() - 1024;
                    }
                        );

                    new Image(textures_map.hole1()).AttachTo(Content_layer0_ground).With(
                        hill =>
                    {
                        hill.x = 2048.Random();
                        hill.y = 2048.Random() - 1024;
                    }
                        );

                    new Image(textures_map.grass1()).AttachTo(Content_layer0_ground).With(
                        hill =>
                    {
                        hill.x = 2048.Random();

                        var y  = -2048.Random() - 512 - 256;
                        hill.y = y;
                    }
                        );
                }
                #endregion

                for (int i = -12; i < 12; i++)
                {
                    new Image(textures_map.road0()).AttachTo(Content_layer0_ground).x = 256 * i;

                    if (i % 3 == 0)
                    {
                        var z = new PhysicalPed(textures_ped, this);

                        z.SetPositionAndAngle(16 * i, 0, random.NextDouble() * Math.PI);
                        z.BehaveLikeZombie();
                    }
                }

                var needdshop = true;

                #region other units
                for (int i = 3; i < 7; i++)
                {
                    {
                        new PhysicalCannon(textures_cannon, this).SetPositionAndAngle(
                            i * 16, -20, -random.NextDouble()
                            );

                        new PhysicalCannon(textures_cannon, this).SetPositionAndAngle(
                            i * 16, 36, random.NextDouble()
                            );
                    }


                    if (i % 3 == 0)
                    {
                        new PhysicalBunker(textures_bunker, this, IsShop: needdshop).SetPositionAndAngle(
                            i * 16, -8, random.NextDouble()
                            );
                        needdshop = false;

                        new PhysicalBunker(textures_bunker, this).SetPositionAndAngle(
                            i * 16, 24, random.NextDouble()
                            );


                        var ibunker = new PhysicalBunker(textures_bunker, this);

                        ibunker.SetPositionAndAngle(
                            i * 16, 64, random.NextDouble()
                            );

                        ibunker.visualshadow.Orphanize(); //.AttachTo(this.Content_layer10_hiddenforgoggles);
                        ibunker.visual.Orphanize().AttachTo(this.Content_layer10_hiddenforgoggles);
                    }
                    else if (i % 3 == 1)
                    {
                        new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(i * 16, -4 - 3);
                        new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(i * 16 + 2, -4);
                        new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(i * 16, -4 + 3);

                        new PhysicalWatertower(textures_bunker, this).SetPositionAndAngle(
                            i * 16, 16, random.NextDouble()
                            );

                        new PhysicalWatertower(textures_bunker, this).SetPositionAndAngle(
                            i * 16 - 4, 16 + 4, random.NextDouble()
                            );

                        new PhysicalWatertower(textures_bunker, this).SetPositionAndAngle(
                            i * 16 + 4, 16 + 4, random.NextDouble()
                            );
                    }
                    else
                    {
                        new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(i * 16, 24 - 3);
                        new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(i * 16 + 2, 24);
                        new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(i * 16, 24 + 3);

                        new PhysicalSilo(textures_bunker, this).SetPositionAndAngle(
                            i * 16, -4, random.NextDouble()
                            );
                    }
                }
                #endregion



                new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(12, 0);
                new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(12, -4);
                new PhysicalBarrel(textures_bunker, this).SetPositionAndAngle(12, -8);



                new Image(textures_map.touchdown()).AttachTo(Content_layer0_ground).MoveTo(256, -256);
                new Image(textures_map.touchdown()).AttachTo(Content_layer0_ground).y = 256;

                new PhysicalTank(textures_tank, this).SetPositionAndAngle(128 / 16, 128 * 3 / 16);

                new Image(textures_map.tree0_shadow()).AttachTo(Content).y = 128 + 16;
                new Image(textures_map.tree0()).AttachTo(Content).y        = 128;

                // can I have
                // new ped, hind, jeep, tank

                var egoped = new PhysicalPed(textures_ped, this)
                {
                    AttractZombies = true,
                };

                egoped.visual.StandWithVisibleGun = true;

                current = egoped;

                current.SetPositionAndAngle(
                    16.Random(),
                    16.Random(),

                    360.Random().DegreesToRadians()
                    );

                var jeep2 = new PhysicalJeep(textures_jeep, this);

                jeep2.SetPositionAndAngle(
                    16, 16, random.NextDouble()
                    );

                var jeep3 = new PhysicalJeep(textures_jeep, this);


                jeep3.visual0.shadow.Orphanize(); //.AttachTo(this.Content_layer10_hiddenforgoggles);
                jeep3.visual0.currentvisual.Orphanize().AttachTo(this.Content_layer10_hiddenforgoggles);

                jeep3.SetPositionAndAngle(
                    -16, 16, random.NextDouble()
                    );



                #region tree0
                for (int i = 0; i < 128; i++)
                {
                    {
                        var x = 2048.Random();
                        var y = -2048.Random() - 512 - 256;

                        new Image(textures_map.tree0_shadow()).AttachTo(Content_layer2_shadows).MoveTo(x + 16, y + 16);
                        new Image(textures_map.tree0()).AttachTo(Content).MoveTo(x, y);
                    }

                    {
                        var x = 2048.Random();
                        var y = 2048.Random() + 512 + 128;

                        new Image(textures_map.tree0_shadow()).AttachTo(Content_layer2_shadows).MoveTo(x + 16, y + 16);
                        new Image(textures_map.tree0()).AttachTo(Content).MoveTo(x, y);
                    }
                }
                #endregion

                // 12 = 34FPS

                //new PhysicalHind(textures_hind, this)
                new PhysicalHindWeaponized(textures_hind, textures_rocket, this)
                {
                    AutomaticTakeoff = true
                }.SetPositionAndAngle((128 + 256) / 16, -128 / 16);

                #region mouseWheel
                stage.mouseWheel += e =>
                {
                    e.preventDefault();

                    if (e.delta < 0)
                    {
                        this.internalscale -= 0.05;
                    }
                    if (e.delta > 0)
                    {
                        this.internalscale += 0.05;
                    }
                };
                #endregion


                #region __keyDown

                stage.keyDown +=
                    e =>
                {
                    e.preventDefault();

                    __keyDown.forcex = 1.0;
                    __keyDown.forcey = 1.0;

                    // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/
                    if (e.altKey)
                    {
                        __keyDown[System.Windows.Forms.Keys.Alt] = true;
                    }

                    __keyDown[(System.Windows.Forms.Keys)e.keyCode] = true;
                };

                stage.keyUp +=
                    e =>
                {
                    e.preventDefault();

                    if (!e.altKey)
                    {
                        __keyDown[System.Windows.Forms.Keys.Alt] = false;
                    }

                    __keyDown[(System.Windows.Forms.Keys)e.keyCode] = false;
                };

                #endregion

                #region CreateExplosion
                this.CreateExplosion = (x, y) =>
                {
                    var size = 0.2 + 0.2 * random.NextDouble();

                    sb.snd_explosion_small.play(
                        sndTransform: new ScriptCoreLib.ActionScript.flash.media.SoundTransform(size)
                        );

                    var exp = new Image(textures_explosions.explosions[0]()).AttachTo(Content);
                    var cm  = new Matrix();

                    cm.translate(-32, -32);
                    cm.scale(10 * size, 10 * size);
                    cm.rotate(random.NextDouble() * Math.PI);

                    cm.translate(16 * x, 16 * y);

                    exp.transformationMatrix = cm;

                    explosins.Add(
                        new ExplosionInfo {
                        visual = exp
                    }
                        );
                };
                #endregion


                bool nightvision_changepending = false;
                bool entermode_changepending   = false;
                bool mode_changepending        = false;

                onframe +=
                    delegate
                {
                    //var v = current.body.GetLinearVelocity();

                    //Text = new { move_zoom, v.x, v.y }.ToString();

                    #region hud
                    {
                        var cm = new Matrix();

                        cm.scale(0.5, 0.5);
                        cm.translate(
                            16 + HudPadding,
                            stage.stageHeight - 64 - 24);

                        hud.transformationMatrix = cm;
                    }
                    #endregion
                };

                // ego + local environment
                #region Soundboard
                // http://www.nasa.gov/vision/universe/features/halloween_sounds.html

                sb.loopsand_run.MasterVolume = 0;
                sb.loopsand_run.Sound.play();

                sb.loophelicopter1.MasterVolume = 0;
                sb.loophelicopter1.Sound.play();

                sb.loopjeepengine.MasterVolume = 0;
                sb.loopjeepengine.Sound.play();

                sb.loopdiesel2.MasterVolume = 0;
                sb.loopdiesel2.Sound.play();

                sb.loopcrickets.MasterVolume = 0;
                sb.loopcrickets.Sound.play();

                sb.loopstrange1.MasterVolume = 0;
                sb.loopstrange1.Sound.play();

                sb.loop_GallinagoDelicata.MasterVolume = 0;
                sb.loop_GallinagoDelicata.Sound.play();

                var jeep_forceA      = 0.0;
                var ped_forceA       = 0.0;
                var pedzombie_forceA = 0.0;
                var barrel_forceA    = 0.0;

                var hardmetal_forceA = 0.0;

                this.oncollision +=
                    (u, force) =>
                {
                    if (u is PhysicalTank)
                    {
                        hardmetal_forceA = hardmetal_forceA.Max(force);
                    }
                    if (u is PhysicalSilo)
                    {
                        hardmetal_forceA = hardmetal_forceA.Max(force);
                    }
                    if (u is PhysicalBunker)
                    {
                        hardmetal_forceA = hardmetal_forceA.Max(force);
                    }
                    if (u is PhysicalWatertower)
                    {
                        hardmetal_forceA = hardmetal_forceA.Max(force);
                    }
                    if (u is PhysicalCannon)
                    {
                        hardmetal_forceA = hardmetal_forceA.Max(force);
                    }
                };

                PhysicalJeep.oncollision +=
                    (u, value) =>
                {
                    jeep_forceA = jeep_forceA.Max(value);
                };

                PhysicalPed.oncollision +=
                    (u, value) =>
                {
                    if (u.visual.WalkLikeZombie)
                    {
                        pedzombie_forceA = pedzombie_forceA.Max(value);
                    }
                    else
                    {
                        ped_forceA = ped_forceA.Max(value);
                    }
                };

                PhysicalBarrel.oncollision +=
                    (u, value) =>
                {
                    barrel_forceA = barrel_forceA.Max(value);
                };
                #endregion

                var nightvision_filter     = new ColorMatrixFilter();
                var nightvision_filter_age = new Stopwatch();
                nightvision_filter_age.Start();
                Action nighvision_handler = null;

                bool nightvision_mode = false;

                #region hud_update
                hud_update = delegate
                {
                    if (nightvision_mode)
                    {
                        hud.texture = textures_ped.hud_look_goggles();
                        return;
                    }

                    if (current is PhysicalPed)
                    {
                        hud.texture = textures_ped.hud_look();
                    }
                    else if (current == jeep3)
                    {
                        hud.texture = textures_ped.hud_look_onlygoggles();
                    }
                    else
                    {
                        if (current.body.GetType() == Box2D.Dynamics.b2Body.b2_dynamicBody)
                        {
                            hud.texture = textures_ped.hud_look_goggles();
                        }
                        else
                        {
                            hud.texture = textures_ped.hud_look_building();
                        }
                    }
                };
                #endregion



                #region nightvision_mode
                #region nightvision_on
                nightvision_on = delegate
                {
                    if (nightvision_mode)
                    {
                        return;
                    }

                    nightvision_mode = true;
                    hud_update();
                    nightvision_filter_age.Restart();
                    this.Content_layer10_hiddenforgoggles.visible = true;

                    sb.snd_nightvision.play(
                        sndTransform: new SoundTransform(
                            0.5
                            )
                        );


                    nighvision_handler = delegate
                    {
                        // http://doc.starling-framework.org/core/starling/filters/ColorMatrixFilter.html
                        // create an inverted filter with 50% saturation and 180° hue rotation
                        nightvision_filter = new ColorMatrixFilter();
                        nightvision_filter.adjustSaturation(-1.0);
                        nightvision_filter.invert();
                        //nightvision_filter.adjustContrast(1.0);

                        var a = (nightvision_filter_age.ElapsedMilliseconds / 1100.0).Min(1);

                        nightvision_filter.adjustContrast(

                            16 - 14 * a
                            );



                        //           V:\web\FlashHeatZeeker\TestDriversWithAudio\Library\StarlingGameSpriteWithTestDriversWithAudio___c__DisplayClass29___c__DisplayClass30.as(266): col: 28 Error: Implicit coercion of a value of type __AS3__.vec:Vector.<Object> to an unrelated type __AS3__.vec:Vector.<Number>.

                        //filter3.concat(vector_14);
                        //               ^

                        //  public function concat(matrix:Vector.<Number>):void
                        // public override void concat(Vector<object> matrix);

                        // X:\jsc.svn\examples\actionscript\test\TestVectorOfNumber\TestVectorOfNumber\ApplicationSprite.cs

#if FNGHTVISION
                        nightvision_filter.concat(
                            new double[] {
                            //new object[] {

                            0, 0, 0, 0, 0,
                            0, 1, 0, 0, 0,
                            0, 0, 0, 0, 0,
                            0, 0, 0, 1, 0
                        }
                            );
#endif



                        this.filter      = nightvision_filter;
                        this.stage.color = 0x006E00;

                        if (a == 1)
                        {
                            nighvision_handler = null;
                        }
                    };
                };
                #endregion

                #region nightvision_off
                nightvision_off = delegate
                {
                    if (!nightvision_mode)
                    {
                        return;
                    }

                    nightvision_mode = false;
                    hud_update();

                    this.Content_layer10_hiddenforgoggles.visible = false;

                    sb.snd_SelectWeapon.play(
                        sndTransform: new SoundTransform(
                            0.3
                            )
                        );

                    nightvision_filter_age.Restart();

                    nighvision_handler = delegate
                    {
                        nightvision_filter = new ColorMatrixFilter();



                        // nightvision_filter.adjustBrightness(

                        //    1 - (nightvision_filter_age.ElapsedMilliseconds / 200.0).Min(1)
                        //);

                        var a = (nightvision_filter_age.ElapsedMilliseconds / 500.0).Min(1);

                        nightvision_filter.adjustBrightness(

                            0.5 - 0.5 * a
                            );


                        this.filter      = nightvision_filter;
                        this.stage.color = 0xB27D51;

                        if (a == 1)
                        {
                            nighvision_handler = null;
                        }
                    };
                };
                #endregion


                onframe +=
                    delegate
                {
                    if (nighvision_handler != null)
                    {
                        nighvision_handler();
                    }
                };
                #endregion

                //(units.FirstOrDefault(k => k is PhysicalBunker) as PhysicalBunker).With(
                //    shop =>
                //    {
                //        shop.IsShop = true;
                //    }
                //);
                var mode_gun = false;

                onsyncframe +=
                    delegate
                {
                    while (Content_layer0_tracks.numChildren > 128)
                    {
                        Content_layer0_tracks.removeChildAt(0);
                    }

                    #region textures_explosions
                    foreach (var item in explosins.ToArray())
                    {
                        item.index++;

                        if (item.index == textures_explosions.explosions.Length)
                        {
                            item.visual.Orphanize();
                            explosins.Remove(item);
                        }
                        else
                        {
                            item.visual.texture = textures_explosions.explosions[item.index]();
                        }
                    }
                    #endregion

                    #region Soundboard
                    if (barrel_forceA > 0)
                    {
                        sb.snd_woodsmash.play(
                            sndTransform: new SoundTransform(
                                Math.Min(1.0, barrel_forceA / 30.0) * (0.15 + 0.15 * random.NextDouble())
                                )
                            );

                        barrel_forceA = 0;
                    }
                    else if (hardmetal_forceA > 0)
                    {
                        sb.snd_hardmetalsmash.play(
                            sndTransform: new SoundTransform(
                                Math.Min(1.0, hardmetal_forceA / 30.0) * (0.2 + 0.2 * random.NextDouble())
                                )
                            );

                        hardmetal_forceA = 0;
                    }
                    else if (jeep_forceA > 0)
                    {
                        sb.snd_metalsmash.play(
                            sndTransform: new SoundTransform(
                                Math.Min(1.0, jeep_forceA / 30.0) * (0.2 + 0.2 * random.NextDouble())
                                )
                            );

                        jeep_forceA = 0;
                    }
                    else if (ped_forceA > 0)
                    {
                        sb.snd_ped_hit.play(
                            sndTransform: new SoundTransform(
                                Math.Min(1.0, ped_forceA / 30.0) * (0.15 + 0.15 * random.NextDouble())
                                )
                            );

                        ped_forceA = 0;
                    }
                    else if (pedzombie_forceA > 0)
                    {
                        sb.snd_Argh.play(
                            sndTransform: new SoundTransform(
                                Math.Min(1.0, pedzombie_forceA / 30.0) * (0.15 + 0.15 * random.NextDouble())
                                )
                            );

                        pedzombie_forceA = 0;
                    }

                    if (this.syncframeid == 200)
                    {
                        sb.snd_whatsthatsound.play();
                    }

                    if (this.syncframeid == 400)
                    {
                        sb.snd_needweapon.play();
                    }

                    if (this.syncframeid == 800)
                    {
                        sb.snd_didyouhearthat.play();
                    }


                    if (this.syncframeid == 1200)
                    {
                        sb.snd_whatsthatsound.play();
                    }

                    sb.loopcrickets.MasterVolume           = (1 - move_zoom) * 0.09;
                    sb.loop_GallinagoDelicata.MasterVolume = (1 - move_zoom) * 0.3;

                    sb.loopstrange1.MasterVolume = (1 - move_zoom) * 0.04;

                    sb.loophelicopter1.MasterVolume = 0.0;
                    sb.loopjeepengine.MasterVolume  = 0.0;
                    sb.loopdiesel2.MasterVolume     = 0.0;
                    sb.loopsand_run.MasterVolume    = 0.0;


                    if (current is PhysicalPed)
                    {
                        sb.loopsand_run.MasterVolume = 0.5;
                        sb.loopsand_run.LeftVolume   = 0.0 + move_zoom * 0.9;
                        sb.loopsand_run.RightVolume  = 0.0 + move_zoom * 0.9;
                        sb.loopsand_run.Rate         = 0.9 + move_zoom * 0.1;
                    }
                    else if (current is PhysicalHind)
                    {
                        sb.loopcrickets.MasterVolume = 0;

                        sb.loophelicopter1.MasterVolume = 0.3 + (current as PhysicalHind).visual.Altitude * 0.2;
                        sb.loophelicopter1.LeftVolume   = 0.7 + move_zoom * 0.1;
                        sb.loophelicopter1.RightVolume  = 0.8;
                        sb.loophelicopter1.Rate         = 0.7 + (current as PhysicalHind).visual.Altitude * 0.25 + move_zoom * 0.05;
                    }
                    else if (current is PhysicalJeep)
                    {
                        sb.loopjeepengine.MasterVolume = 0.5;
                        sb.loopjeepengine.LeftVolume   = 0.4 + move_zoom * 0.7;
                        sb.loopjeepengine.RightVolume  = 1;
                        sb.loopjeepengine.Rate         = 0.9 + move_zoom * 0.5;
                    }
                    else if (current is PhysicalTank)
                    {
                        sb.loopcrickets.MasterVolume = 0;

                        sb.loopdiesel2.MasterVolume = 0.5;
                        sb.loopdiesel2.LeftVolume   = 0.3 + move_zoom * 0.7;
                        sb.loopdiesel2.RightVolume  = 1;
                        sb.loopdiesel2.Rate         = 0.9 + move_zoom;
                    }
                    else
                    {
                        sb.loopcrickets.MasterVolume           = 0.2;
                        sb.loop_GallinagoDelicata.MasterVolume = 0.2;
                    }

                    // stereoeffect // siren
                    sb.loopstrange1.LeftVolume  = 0.2 * (1 + Math.Cos(this.gametime.ElapsedMilliseconds * 0.00001)) / 2.0;
                    sb.loopstrange1.RightVolume = 0.4 * (1 + Math.Cos(this.gametime.ElapsedMilliseconds * 0.00001)) / 2.0;

                    sb.loopcrickets.LeftVolume = (1 + Math.Sin(
                                                      this.gametime.ElapsedMilliseconds * 0.0001
                                                      + this.current.CameraRotation
                                                      + this.current.body.GetAngle()
                                                      )) / 2.0;
                    sb.loopcrickets.RightVolume = (3 + Math.Cos(this.gametime.ElapsedMilliseconds * 0.001
                                                                + this.current.CameraRotation
                                                                + this.current.body.GetAngle()
                                                                )) / 4.0;

                    sb.loop_GallinagoDelicata.LeftVolume  = sb.loopcrickets.RightVolume;
                    sb.loop_GallinagoDelicata.RightVolume = sb.loopcrickets.LeftVolume;

                    #endregion

                    if (disable_enter_and_space)
                    {
                        // implemented elsewhere
                    }
                    else
                    {
                        #region Enter
                        if (!__keyDown[System.Windows.Forms.Keys.Enter])
                        {
                            // space is not down.
                            entermode_changepending = true;
                        }
                        else
                        {
                            if (entermode_changepending)
                            {
                                entermode_changepending = false;

                                // enter another vehicle?

                                var candidatedriver = current as PhysicalPed;
                                if (candidatedriver != null)
                                {
                                    var target =
                                        from candidatevehicle in units
                                        where candidatevehicle.driverseat != null

                                        // can enter if the seat is full.
                                        // unless we kick them out before ofcourse
                                        where candidatevehicle.driverseat.driver == null

                                        let distance = new __vec2(
                                            (float)(candidatedriver.body.GetPosition().x - candidatevehicle.body.GetPosition().x),
                                            (float)(candidatedriver.body.GetPosition().y - candidatevehicle.body.GetPosition().y)
                                            ).GetLength()

                                                       where distance < 6

                                                       orderby distance ascending
                                                       select new { candidatevehicle, distance };

                                    target.FirstOrDefault().With(
                                        x =>
                                    {
                                        Console.WriteLine(new { x.distance });

                                        //current.loc.visible = false;
                                        current.body.SetActive(false);


                                        x.candidatevehicle.driverseat.driver = candidatedriver;
                                        candidatedriver.seatedvehicle        = x.candidatevehicle;

                                        current = x.candidatevehicle;

                                        if (current is PhysicalJeep)
                                        {
                                            sb.snd_jeepengine_start.play();
                                        }

                                        else if (current is PhysicalBunker)
                                        {
                                            if ((current as PhysicalBunker).visual_shopoverlay.visible)
                                            {
                                                sb.snd_its_a_shop.play();
                                            }
                                            else
                                            {
                                                if (random.NextDouble() > 0.8)
                                                {
                                                    sb.haarp.play();
                                                }
                                                else
                                                {
                                                    if (random.NextDouble() > 0.5)
                                                    {
                                                        sb.snd_itsempty.play();
                                                    }
                                                    else
                                                    {
                                                        sb.snd_nothinghere.play();
                                                    }
                                                }
                                            }
                                        }
                                        else
                                        {
                                            sb.snd_dooropen.play(
                                                sndTransform: new SoundTransform(
                                                    0.3
                                                    )
                                                );
                                        }

                                        //if (current is PhysicalHind)
                                        //{
                                        //    nightvision_on();
                                        //}

                                        hud_update();


                                        //switchto(x.x);
                                        move_zoom = 1;

                                        // fast start
                                        //(current as PhysicalHind).With(
                                        //    hind => hind.VerticalVelocity = 1
                                        //);
                                    }
                                        );
                                }
                                else
                                {
                                    (current.driverseat.driver as PhysicalPed).With(
                                        driver =>
                                    {
                                        // get out of the lift..

                                        //nightvision_off();

                                        current.driverseat.driver = null;
                                        driver.seatedvehicle      = null;
                                        current.SetVelocityFromInput(new KeySample());

                                        // crashland?
                                        (current as PhysicalHind).With(
                                            hind =>
                                        {
                                            if (hind.visual.Altitude > 0)
                                            {
                                                hind.VerticalVelocity = -1;
                                                sb.snd_touchdown.play();
                                            }
                                        }

                                            );

                                        sb.snd_dooropen.play(
                                            sndTransform: new SoundTransform(
                                                0.3
                                                )
                                            );
                                        //if (current.body.GetType() != Box2D.Dynamics.b2Body.b2_dynamicBody)
                                        //{
                                        //    sb.snd_letsgo.play();
                                        //}

                                        current = driver;
                                        driver.body.SetActive(true);
                                        driver.body.SetAngularVelocity(-11);

                                        hud_update();
                                        move_zoom = 1;
                                    }
                                        );
                                }
                            }
                        }
                        #endregion


                        #region Space
                        if (!__keyDown[System.Windows.Forms.Keys.Space])
                        {
                            // space is not down.
                            mode_changepending = true;
                        }
                        else
                        {
                            if (mode_changepending)
                            {
                                (current as PhysicalHind).With(
                                    hind1 =>
                                {
                                    if (hind1.visual.Altitude == 0)
                                    {
                                        //nightvision_on();
                                        hind1.VerticalVelocity = 1.0;
                                    }
                                    else
                                    {
                                        //nightvision_off();

                                        hind1.VerticalVelocity = -0.4;

                                        sb.snd_touchdown.play();
                                    }
                                }
                                    );

                                (current as PhysicalPed).With(
                                    physical0 =>
                                {
                                    if (physical0.visual.LayOnTheGround)
                                    {
                                        physical0.visual.LayOnTheGround = false;

                                        sb.snd_letsgo.play(
                                            sndTransform: new SoundTransform(
                                                0.3 * (0.15 + 0.15 * random.NextDouble())
                                                )
                                            );
                                    }
                                    else
                                    {
                                        physical0.visual.LayOnTheGround = true;

                                        sb.snd_ped_hit.play(
                                            sndTransform: new SoundTransform(
                                                0.3 * (0.15 + 0.15 * random.NextDouble())
                                                )
                                            );
                                    }
                                }
                                    );



                                mode_changepending = false;
                            }
                        }
                        #endregion
                    }


                    #region N
                    if (!__keyDown[System.Windows.Forms.Keys.N])
                    {
                        // space is not down.
                        nightvision_changepending = true;
                    }
                    else
                    {
                        if (nightvision_changepending)
                        {
                            if (nightvision_mode)
                            {
                                nightvision_off();
                            }
                            else
                            {
                                nightvision_on();
                            }



                            nightvision_changepending = false;
                        }
                    }
                    #endregion



                    current.SetVelocityFromInput(__keyDown);



                    #region simulate a weapone!
                    if (__keyDown[System.Windows.Forms.Keys.ControlKey])
                    {
                        if (syncframeid % 3 == 0)
                        {
                            (this.current as PhysicalHindWeaponized).With(
                                h =>
                            {
                                sb.snd_missleLaunch.play(
                                    sndTransform: new SoundTransform(0.5)
                                    );

                                h.FireRocket();
                            }
                                );
                        }
                    }
                    #endregion

                    #region simulate a weapone!
                    if (__keyDown[System.Windows.Forms.Keys.ControlKey])
                    {
                        mode_gun = true;
                    }
                    else
                    {
                        if (mode_gun)
                        {
                            mode_gun = false;

                            (this.current as PhysicalPed).With(
                                h =>
                            {
                                h.visual.StandWithVisibleGunFire.Restart();


                                sb.snd_shotgun3.play();

                                #region CreateBullet
                                Action <double> CreateBullet =
                                    a =>
                                {
                                    var bodyDef = new b2BodyDef();

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

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


                                    var dx = Math.Cos(current.body.GetAngle() + current.CameraRotation + a);
                                    var dy = Math.Sin(current.body.GetAngle() + current.CameraRotation + a);

                                    var body = damage_b2world.CreateBody(bodyDef);
                                    body.SetPosition(
                                        new b2Vec2(
                                            current.body.GetPosition().x + dx * 0.3,
                                            current.body.GetPosition().y + dy * 0.3
                                            )
                                        );

                                    body.SetLinearVelocity(
                                        new b2Vec2(
                                            dx * 100,
                                            dy * 100
                                            )
                                        );

                                    var fixDef         = new Box2D.Dynamics.b2FixtureDef();
                                    fixDef.density     = 20;
                                    fixDef.friction    = 0.0;
                                    fixDef.restitution = 0;


                                    fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(0.3);


                                    var fix = body.CreateFixture(fixDef);
                                };
                                #endregion

                                CreateBullet(-6.DegreesToRadians());
                                CreateBullet(-2.DegreesToRadians());
                                CreateBullet(2.DegreesToRadians());
                                CreateBullet(6.DegreesToRadians());
                            }
                                );
                        }
                    }
                    #endregion
                };
            };
        }
Example #41
0
        void InitPhysics()
        {
            CCSize s = Layer.VisibleBoundsWorldspace.Size;

            var gravity = new b2Vec2 (0.0f, -10.0f);
            world = new b2World (gravity);

            world.SetAllowSleeping (true);
            world.SetContinuousPhysics (true);

            var def = new b2BodyDef ();
            def.allowSleep = true;
            def.position = b2Vec2.Zero;
            def.type = b2BodyType.b2_staticBody;
            b2Body groundBody = world.CreateBody (def);
            groundBody.SetActive (true);

            b2EdgeShape groundBox = new b2EdgeShape ();
            groundBox.Set (b2Vec2.Zero, new b2Vec2 (s.Width / PTM_RATIO, 0));
            b2FixtureDef fd = new b2FixtureDef ();
            fd.shape = groundBox;
            groundBody.CreateFixture (fd);
        }
            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
                };

            }
            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

            }
Example #44
0
        public PhysicalTank(StarlingGameSpriteWithTankTextures textures, StarlingGameSpriteWithPhysics Context)
        {
            this.CurrentInput = new KeySample();

            this.textures   = textures;
            this.Context    = Context;
            this.driverseat = new DriverSeat();
            this.visual     = new VisualTank(textures, Context);

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


            #region b2world



            {
                var bodyDef = new b2BodyDef();

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

                // stop moving if legs stop walking!
                bodyDef.linearDamping  = 1.0;
                bodyDef.angularDamping = 8;
                //bodyDef.angle = 1.57079633;
                //bodyDef.fixedRotation = true;

                body = Context.ground_b2world.CreateBody(bodyDef);
                //current = body;


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

                var fixdef_shape = new b2PolygonShape();

                fixDef.shape = fixdef_shape;

                // physics unit is looking to right
                fixdef_shape.SetAsBox(3, 2);



                var fix = body.CreateFixture(fixDef);

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

                    Context.oncollision(this, jeep_forceA);
                }
                    );
                fix.SetUserData(fix_data);
            }


            {
                var bodyDef = new b2BodyDef();

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

                // stop moving if legs stop walking!
                bodyDef.linearDamping  = 1.0;
                bodyDef.angularDamping = 8;
                //bodyDef.angle = 1.57079633;
                //bodyDef.fixedRotation = true;

                karmabody = Context.groundkarma_b2world.CreateBody(bodyDef);
                //current = body;


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

                var fixdef_shape = new b2PolygonShape();

                fixDef.shape = fixdef_shape;

                // physics unit is looking to right
                fixdef_shape.SetAsBox(3, 2);



                var fix = karmabody.CreateFixture(fixDef);
            }


            #endregion

            #region b2world



            {
                var bodyDef = new b2BodyDef();

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

                // stop moving if legs stop walking!
                bodyDef.linearDamping  = 1.0;
                bodyDef.angularDamping = 8;
                //bodyDef.angle = 1.57079633;
                //bodyDef.fixedRotation = true;

                damagebody = Context.damage_b2world.CreateBody(bodyDef);
                //current = body;


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

                var fixdef_shape = new b2PolygonShape();

                fixDef.shape = fixdef_shape;

                // physics unit is looking to right
                fixdef_shape.SetAsBox(3, 2);



                var fix = damagebody.CreateFixture(fixDef);

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

                    Context.oncollision(this, jeep_forceA);
                }
                    );
                fix.SetUserData(fix_data);
            }



            #endregion


            Context.internalunits.Add(this);
        }
        public StarlingGameSpriteWithPedControl()
        {
            // http://armorgames.com/play/13701/


            var textures_ped = new StarlingGameSpriteWithPedTextures(
                this.new_tex_crop,
                this.new_texsprite_crop
                );

            //this.disablephysicsdiagnostics = true;

            this.onbeforefirstframe += (stage, s) =>
            {
                var patrol1 = new PhysicalPed(textures_ped, this)
                {
                    speed = 10
                };

                var physical0 = new PhysicalPed(textures_ped, this)
                {
                    AttractZombies = true
                                     //speed = 8
                };


                //physical0.visual.WalkLikeZombie = true;
                physical0.visual.StandWithVisibleGun = true;



                current = physical0;

                // 32x32 = 15FPS?
                // 24x24 35?

                stage.mouseWheel += e =>
                {
                    if (e.delta < 0)
                    {
                        this.internalscale -= 0.05;
                    }
                    if (e.delta > 0)
                    {
                        this.internalscale += 0.05;
                    }
                };

                #region others
                for (int ix = 0; ix < 4; ix++)
                {
                    for (int iy = 0; iy < 4; iy++)
                    {
                        var p = new PhysicalPed(textures_ped, this);

                        p.SetPositionAndAngle(
                            32 * ix, 32 * iy, random.NextDouble()
                            );

                        if (ix == 0)
                        {
                            p.BehaveLikeZombie();
                        }
                    }
                }
                #endregion


                #region __keyDown

                stage.keyDown +=
                    e =>
                {
                    // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/
                    if (e.altKey)
                    {
                        __keyDown[Keys.Alt] = true;
                    }

                    __keyDown[(Keys)e.keyCode] = true;

                    this.Text = new { e.keyCode, Keys.A }.ToString();
                };

                stage.keyUp +=
                    e =>
                {
                    if (!e.altKey)
                    {
                        __keyDown[Keys.Alt] = false;
                    }

                    __keyDown[(Keys)e.keyCode] = false;
                };

                #endregion

                bool mode_changepending = false;
                var  mode_gun           = false;

                var sb = new Soundboard();

                onsyncframe += delegate
                {
                    #region patrol1
                    if (syncframeid % 300 == 100)
                    {
                        patrol1.body.SetAngle(
                            45.DegreesToRadians()
                            );

                        var partol_commands = new KeySample();

                        partol_commands[Keys.Up] = true;

                        patrol1.SetVelocityFromInput(partol_commands);
                    }

                    if (syncframeid % 300 == 150)
                    {
                        var partol_commands = new KeySample();

                        //partol_commands[Keys.Left] = true;

                        patrol1.SetVelocityFromInput(partol_commands);
                    }

                    if (syncframeid % 300 == 200)
                    {
                        patrol1.body.SetAngle(
                            (180 + 45).DegreesToRadians()
                            );

                        var partol_commands = new KeySample();

                        partol_commands[Keys.Up] = true;

                        patrol1.SetVelocityFromInput(partol_commands);
                    }


                    if (syncframeid % 300 == 250)
                    {
                        var partol_commands = new KeySample();

                        //partol_commands[Keys.Left] = true;

                        patrol1.SetVelocityFromInput(partol_commands);
                    }
                    #endregion


                    current.SetVelocityFromInput(__keyDown);

                    #region simulate a weapone!
                    if (__keyDown[Keys.ControlKey])
                    {
                        mode_gun = true;
                    }
                    else
                    {
                        if (mode_gun)
                        {
                            mode_gun = false;

                            (current as PhysicalPed).With(
                                ped =>
                            {
                                ped.visual.StandWithVisibleGunFire.Restart();
                            }
                                );

                            sb.snd_shotgun3.play();

                            #region CreateBullet
                            Action <double> CreateBullet =
                                a =>
                            {
                                var bodyDef = new b2BodyDef();

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

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


                                var dx = Math.Cos(current.body.GetAngle() + current.CameraRotation + a);
                                var dy = Math.Sin(current.body.GetAngle() + current.CameraRotation + a);

                                var body = damage_b2world.CreateBody(bodyDef);
                                body.SetPosition(
                                    new b2Vec2(
                                        current.body.GetPosition().x + dx * 0.3,
                                        current.body.GetPosition().y + dy * 0.3
                                        )
                                    );

                                body.SetLinearVelocity(
                                    new b2Vec2(
                                        dx * 100,
                                        dy * 100
                                        )
                                    );

                                var fixDef = new Box2D.Dynamics.b2FixtureDef();
                                fixDef.density     = 20;
                                fixDef.friction    = 0.0;
                                fixDef.restitution = 0;


                                fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(0.3);


                                var fix = body.CreateFixture(fixDef);
                            };
                            #endregion


                            CreateBullet(-6.DegreesToRadians());
                            CreateBullet(-2.DegreesToRadians());
                            CreateBullet(2.DegreesToRadians());
                            CreateBullet(6.DegreesToRadians());

                            //body.SetPosition(
                            //    new b2Vec2(0, -100 * 16)
                            //);
                        }
                    }
                    #endregion


                    #region mode
                    if (!__keyDown[Keys.Space])
                    {
                        // space is not down.
                        mode_changepending = true;
                    }
                    else
                    {
                        if (mode_changepending)
                        {
                            if (physical0.visual.LayOnTheGround)
                            {
                                physical0.visual.LayOnTheGround = false;
                            }
                            else
                            {
                                physical0.visual.LayOnTheGround = true;
                            }

                            mode_changepending = false;
                        }
                    }
                    #endregion
                };
            };
        }