Example #1
0
        public CCPhysicsWorld(CCScene scene)
        {
            _gravity         = new CCPoint(0.0f, -98.0f);
            _speed           = 1.0f;
            _updateRate      = 1;
            _updateRateCount = 0;
            _updateTime      = 0.0f;
            _info            = null;
            _scene           = null;
            _delayDirty      = false;

            _info = new CCPhysicsWorldInfo();

            _scene = scene;

            _info.SetGravity(PhysicsHelper.CCPointToCpVect(_gravity));

            var spc = _info.getSpace();

            spc.defaultHandler = new cpCollisionHandler()
            {
                beginFunc     = (a, s, o) => CCPhysicsWorldCallback.CollisionBeginCallbackFunc(a as cpArbiter, s, this),
                preSolveFunc  = (a, s, o) => CCPhysicsWorldCallback.CollisionPreSolveCallbackFunc(a as cpArbiter, s, this),
                postSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPostSolveCallbackFunc(a as cpArbiter, s, this),
                separateFunc  = (a, s, o) => CCPhysicsWorldCallback.CollisionSeparateCallbackFunc(a as cpArbiter, s, this)
            };
        }
Example #2
0
        public CCPhysicsWorld(CCScene scene)
        {
            DelayAddBodies    = new List <CCPhysicsBody>();
            DelayRemoveBodies = new List <CCPhysicsBody>();
            DelayAddJoints    = new List <CCPhysicsJoint>();
            DelayRemoveJoints = new List <CCPhysicsJoint>();

            Bodies = new List <CCPhysicsBody>();
            Joints = new List <CCPhysicsJoint>();

            _gravity         = new CCPoint(0.0f, -98.0f);
            _speed           = 1.0f;
            _updateRate      = 1;
            _updateRateCount = 0;
            _updateTime      = 0.0f;
            Info             = null;
            Scene            = null;
            DelayDirty       = false;

            Info = new CCPhysicsWorldInfo();

            Scene = scene;

            Info.Gravity = PhysicsHelper.CCPointToCpVect(_gravity);

            var spc = Info.Space;

            spc.defaultHandler = new cpCollisionHandler()
            {
                beginFunc     = (a, s, o) => CCPhysicsWorldCallback.CollisionBeginCallbackFunc(a as cpArbiter, s, this),
                preSolveFunc  = (a, s, o) => CCPhysicsWorldCallback.CollisionPreSolveCallbackFunc(a as cpArbiter, s, this),
                postSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPostSolveCallbackFunc(a as cpArbiter, s, this),
                separateFunc  = (a, s, o) => CCPhysicsWorldCallback.CollisionSeparateCallbackFunc(a as cpArbiter, s, this)
            };
        }
Example #3
0
		public CCPhysicsWorld(CCScene scene)
		{

			_gravity = new CCPoint(0.0f, -98.0f);
			_speed = 1.0f;
			_updateRate = 1;
			_updateRateCount = 0;
			_updateTime = 0.0f;
			_info = null;
			_scene = null;
			_delayDirty = false;

			_info = new CCPhysicsWorldInfo();

			_scene = scene;

            _info.SetGravity(PhysicsHelper.CCPointToCpVect(_gravity));

			var spc = _info.getSpace();

			spc.defaultHandler = new cpCollisionHandler()
			{
				beginFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionBeginCallbackFunc(a as cpArbiter, s, this),
				preSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPreSolveCallbackFunc(a as cpArbiter, s, this),
				postSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPostSolveCallbackFunc(a as cpArbiter, s, this),
				separateFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionSeparateCallbackFunc(a as cpArbiter, s, this)
			};

		}
Example #4
0
		public CCPhysicsWorld(CCScene scene)
		{
            DelayAddBodies = new List<CCPhysicsBody>();
            DelayRemoveBodies = new List<CCPhysicsBody>();
            DelayAddJoints = new List<CCPhysicsJoint>();
            DelayRemoveJoints = new List<CCPhysicsJoint>();

            Bodies = new List<CCPhysicsBody>();
            Joints = new List<CCPhysicsJoint>();

			_gravity = new CCPoint(0.0f, -98.0f);
			_speed = 1.0f;
			_updateRate = 1;
			_updateRateCount = 0;
			_updateTime = 0.0f;
			Info = null;
			Scene = null;
			DelayDirty = false;

			Info = new CCPhysicsWorldInfo();

			Scene = scene;

            Info.Gravity = PhysicsHelper.CCPointToCpVect(_gravity);

			var spc = Info.Space;

			spc.defaultHandler = new cpCollisionHandler()
			{
				beginFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionBeginCallbackFunc(a as cpArbiter, s, this),
				preSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPreSolveCallbackFunc(a as cpArbiter, s, this),
				postSolveFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionPostSolveCallbackFunc(a as cpArbiter, s, this),
				separateFunc = (a, s, o) => CCPhysicsWorldCallback.CollisionSeparateCallbackFunc(a as cpArbiter, s, this)
			};

		}