Example #1
0
 public static ChainElement CreateFor(PayloadChain payloadChain, int index, DynamicEntityWorld world, Body body)
 {
     var el = new ChainElement(payloadChain.Name + "_" + index);
     el._payloadChain = payloadChain;
     el._index = index;
     el.World = world;
     el.Body = body;
     return el;
 }
Example #2
0
        public static ChainElement CreateFor(PayloadChain payloadChain, int index, DynamicEntityWorld world, Body body)
        {
            var el = new ChainElement(payloadChain.Name + "_" + index);

            el._payloadChain = payloadChain;
            el._index        = index;
            el.World         = world;
            el.Body          = body;
            return(el);
        }
Example #3
0
        public static PayloadChain Connect(SpaceShip spaceShip, Payload payload, Vector2 payloadTarget)
        {
            var dynamicWorld = (DynamicEntityWorld)spaceShip.World;
            var world        = dynamicWorld.PhysicsWorld;

            AABB spaceShipSize;

            spaceShip.Body.FixtureList.First().GetAABB(out spaceShipSize, 0);

            AABB payloadSize;

            payload.Body.FixtureList.First().GetAABB(out payloadSize, 0);

            var chainSize       = new Vector2(1.0f);
            var chainSizeSingle = Math.Max(chainSize.X, chainSize.Y);

            var start        = new Vector2(spaceShip.Position.X - spaceShipSize.Extents.Y, spaceShip.Position.Y);
            var length       = payloadTarget.Length();
            var targetVector = payloadTarget / length;
            var chainVector  = targetVector * chainSizeSingle;

            start += chainVector;
            var chainCount = (int)Math.Ceiling(length / chainSizeSingle);

            var lastBody = spaceShip.Body;
            var chain    = new PayloadChain(spaceShip.Name + "_Chain");
            var elements = new List <ChainElement>();

            for (var i = 0; i < chainCount; i++)
            {
                var chainBody = BodyFactory.CreateBody(world, start + i * chainVector);
                chainBody.BodyType = BodyType.Dynamic;

                var chainFixture = FixtureFactory.AttachRectangle(chainSize.X, chainSize.Y, 0.1f, Vector2.Zero, chainBody);
                chainFixture.CollidesWith = Category.Cat2;

                JointFactory.CreateRevoluteJoint(world, lastBody, chainBody, -chainVector / 2.0f);
                lastBody = chainBody;

                elements.Add(ChainElement.CreateFor(chain, elements.Count, dynamicWorld, chainBody));
            }

            payload.Position = new Vector3(start + chainCount * chainVector + targetVector * 2.5f, 0.0f);
            JointFactory.CreateRevoluteJoint(world, lastBody, payload.Body, new Vector2(0.0f, -2.5f));

            var ropeJoin = new RopeJoint(spaceShip.Body, payload.Body, new Vector2(0.0f, 3.0f), new Vector2(0.0f, -2.5f));

            ropeJoin.CollideConnected = true;
            world.AddJoint(ropeJoin);


            return(chain);
        }
Example #4
0
        public static PayloadChain Connect(SpaceShip spaceShip, Payload payload, Vector2 payloadTarget)
        {
            var dynamicWorld = (DynamicEntityWorld)spaceShip.World;
            var world = dynamicWorld.PhysicsWorld;

            AABB spaceShipSize;
            spaceShip.Body.FixtureList.First().GetAABB(out spaceShipSize, 0);

            AABB payloadSize;
            payload.Body.FixtureList.First().GetAABB(out payloadSize, 0);

            var chainSize = new Vector2(1.0f);
            var chainSizeSingle = Math.Max(chainSize.X, chainSize.Y);

            var start = new Vector2(spaceShip.Position.X - spaceShipSize.Extents.Y, spaceShip.Position.Y);
            var length = payloadTarget.Length();
            var targetVector = payloadTarget / length;
            var chainVector = targetVector * chainSizeSingle;
            start += chainVector;
            var chainCount = (int)Math.Ceiling(length / chainSizeSingle);

            var lastBody = spaceShip.Body;
            var chain = new PayloadChain(spaceShip.Name + "_Chain");
            var elements = new List<ChainElement>();

            for (var i = 0; i < chainCount; i++)
            {
                var chainBody = BodyFactory.CreateBody(world, start + i * chainVector);
                chainBody.BodyType = BodyType.Dynamic;

                var chainFixture = FixtureFactory.AttachRectangle(chainSize.X, chainSize.Y, 0.1f, Vector2.Zero, chainBody);
                chainFixture.CollidesWith = Category.Cat2;

                JointFactory.CreateRevoluteJoint(world, lastBody, chainBody, -chainVector / 2.0f);
                lastBody = chainBody;

                elements.Add(ChainElement.CreateFor(chain, elements.Count, dynamicWorld, chainBody));
            }

            payload.Position = new Vector3(start + chainCount * chainVector + targetVector * 2.5f, 0.0f);
            JointFactory.CreateRevoluteJoint(world, lastBody, payload.Body, new Vector2(0.0f, -2.5f));

            var ropeJoin = new RopeJoint(spaceShip.Body, payload.Body, new Vector2(0.0f, 3.0f), new Vector2(0.0f, -2.5f));
            ropeJoin.CollideConnected = true;
            world.AddJoint(ropeJoin);

            return chain;
        }
Example #5
0
        public void LoadContent()
        {
            _spriteBatch = new SpriteBatch(_graphics);
            _world = new DynamicEntityWorld(_game.Services);
            var pp = _graphics.PresentationParameters;

            _debugView = new DebugViewXNA(_world.PhysicsWorld);
            _debugView.LoadContent(_graphics, _content);

            _camera = new DefaultCamera(null, new Viewport(0, 0, pp.BackBufferWidth, pp.BackBufferHeight));
            _cameraNode = _world.Scene.Root.CreateChild("Camera");
            _cameraNode.Attach(_camera);

            // Create the tile map.
            var terrainSize = new Vector2(4096.0f, 2048.0f);
            _terrain = new Terrain(terrainSize, 128.0f, 7)
            {
                DebugEnabled = false,
                Position = new Vector3(50.0f, -terrainSize.Y / 2.0f, 0.0f),
                TextureName = @"Textures\SpaceRock"
            };
            _world.Add(_terrain);

            GenerateTunnels(new Vector2(50.0f, 0));

            // Create the circle brush.
            _circleBrush = new CircleBrush(2.5f);

            _circleBrushNode = _world.Scene.CreateSceneNode();
            _circleBrushNode.Attach(new CircleRenderable(2.5f, 64)
            {
                Color = Vector3.One
            });

            // Dust cloud
            _dustCloud = _world.Scene.CreateSceneNode("DustCloud");
            _dustCloud.Position = new Vector3(0.0f, 0.0f, -1.0f);
            _dustCloud.Attach(new DustCloud());
            _world.Scene.Root.AddChild(_dustCloud);

            // Player
            _playerEntity = new SpaceShip();
            _playerEntity.Attach(new PlayerController());
            _playerEntity.Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.ToRadians(90.0f));
            _world.Add(_playerEntity);

            _payloadEntity = new Payload();
            _payloadEntity.Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.ToRadians(90.0f));
            _world.Add(_payloadEntity);

            _payloadChain = PayloadChain.Connect(_playerEntity, _payloadEntity, Vector2.UnitX * -20.0f);
        }