Example #1
0
File: Ball.cs Project: det/Rimbalzo
 public Ball(Simulation sim, BallData spawn)
 {
     simulation = sim;
     var body = new Body(sim.World);
     var shape = new CircleShape(radius, 1f);
     body.BodyType = BodyType.Dynamic;
     body.FixedRotation = true;
     body.LinearDamping = drag;
     body.IsBullet = true;
     Fixture = body.CreateFixture(shape);
     Fixture.Restitution = restitution;
     Fixture.Friction = 0f;
     Carrier = null;
     SpawnPos = spawn.Position;
     Spawn();
 }
Example #2
0
        public Simulation(MapCompiled map)
        {
            World = new World(Vector2.Zero);
            fixtureMap = new Dictionary<int, FixtureKey>();

            Fixture fixture;
            FixtureKey key;

            Goalies = new Goalie[map.Goalies.Length];
            for (int i = 0; i < map.Goalies.Length; i++) {
                Goalies[i] = new Goalie(World, map.Goalies[i]);
                key.Index = i;
                key.Kind = FixtureKind.Goalie;
                fixtureMap[Goalies[i].Fixture.FixtureId] = key;
            }

            Balls = new Ball[map.Balls.Length];
            for (int i = 0; i < map.Balls.Length; i++) {
                Balls[i] = new Ball(this, map.Balls[i]);

                key.Index = i;
                key.Kind = FixtureKind.Ball;
                fixtureMap[Balls[i].Fixture.FixtureId] = key;
            }

            for (int i = 0; i < map.Walls.Count; i++) {
                var wall = new Wall(World, map.Walls[i]);

                foreach (var wallFixture in wall.Fixtures) {
                    key.Index = i;
                    key.Kind = FixtureKind.Wall;
                    fixtureMap[wallFixture.FixtureId] = key;
                }
            }

            Ships = new Ship[map.Spawns.Length];
            for (int i = 0; i < map.Spawns.Length; i++) {
                Ships[i] = new Ship(World, map.Spawns[i], i);
                key.Index = i;
                key.Kind = FixtureKind.Ship;
                fixtureMap[Ships[i].Fixture.FixtureId] = key;
                key.Kind = FixtureKind.Gravity;
                fixtureMap[Ships[i].FixtureGravity.FixtureId] = key;
            }

            Goals = new Color[map.NumGoalTriangles];
            int goalCount = 0;
            foreach (var goal in map.Goals) {
                foreach (var tri in goal.Triangles) {
                    var goalBody = new Body(World);
                    var goalShape = new PolygonShape(tri, 1f);

                    fixture = goalBody.CreateFixture(goalShape);
                    fixture.IsSensor = true;
                    key.Index = goalCount;
                    key.Kind = FixtureKind.Goal;
                    fixtureMap[fixture.FixtureId] = key;

                    Goals[goalCount] = goal.Color;
                    goalCount++;
                }
            }

            Speedups = new Vector2[map.NumSpeedupTriangles];
            int speedupCount = 0;
            foreach (var speedup in map.Speedups) {
                foreach (var tri in speedup.Triangles) {
                    var speedupBody = new Body(World);
                    var speedupShape = new PolygonShape(tri, 1f);

                    fixture = speedupBody.CreateFixture(speedupShape);
                    fixture.IsSensor = true;
                    key.Index = speedupCount;
                    key.Kind = FixtureKind.Speedup;
                    fixtureMap[fixture.FixtureId] = key;

                    Speedups[speedupCount] = speedup.Force;
                    speedupCount++;
                }
            }

            World.ContactManager.ContactFilter = ContactFilter;
        }
Example #3
0
File: Ball.cs Project: det/Rimbalzo
        public void UnMarshal(BinaryReader reader)
        {
            float x, y;

            State = (BallState) reader.ReadByte();

            switch (State) {
            case BallState.Carried:
                var id = reader.ReadInt32();
                Carrier = simulation.Ships[id];
                Fixture.Body.Enabled = false;
                simulation.Ships[id].Ball = this;
                break;
            case BallState.Free:
                Carrier = null;
                Fixture.Body.Enabled = true;
                x = reader.ReadSingle();
                y = reader.ReadSingle();
                Fixture.Body.Position = new Vector2(x, y);
                x = reader.ReadSingle();
                y = reader.ReadSingle();
                Fixture.Body.LinearVelocity = new Vector2(x, y);
                break;
            case BallState.Spawning:
                Carrier = null;
                Fixture.Body.Enabled = false;
                Fixture.Body.LinearVelocity = new Vector2(0f, 0f);
                Fixture.Body.Position = SpawnPos;
                SpawnClock = reader.ReadSingle();
                break;
            }
        }
Example #4
0
        void HandleLoad(object sender, EventArgs e)
        {
            Programs.Load();
            Fps = new Fps();
            Starfield = new Starfield();
            MapMesh = new MapMesh(map);
            GoalMesh = new SensorMesh<GoalCompiled>(map.Goals, new Texture("Images/goal.png"));
            SpeedupMesh = new SensorMesh<SpeedupCompiled>(map.Speedups, new Texture("Images/speedup.png"));
            ShipMesh = new ObjMesh("Models/ship.obj");
            BallMesh = new ObjMesh("Models/ball.obj");
            GoalieMesh = new ObjMesh("Models/goalie.obj");
            Simulation = new Simulation(map);
            Ship = Simulation.Ships[0];
            Nebula = new Image("Images/nebula.png", GameWindow.Width, GameWindow.Height);
            BallSpawn = new Image("Images/ballspawn.png", -1f, 1f, -1f, 1f);

            GL.ClearColor(Color.Black);
            GL.ClearDepth(1.0f);

            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal);

            GL.Enable(EnableCap.CullFace);
            GL.CullFace(CullFaceMode.Back);

            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
            GL.Hint(HintTarget.GenerateMipmapHint, HintMode.Nicest);
            GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest);
            GL.Hint(HintTarget.PointSmoothHint, HintMode.Nicest);
            GL.Hint(HintTarget.PolygonSmoothHint, HintMode.Nicest);

            Programs.Material.Use();
            Programs.Material.LightDiffuse = light_diffuse;
            Programs.Material.LightAmbient = light_ambient;
            Programs.Material.LightSpecular = light_specular;
            Programs.Material.LightPosition = light_position;
        }