コード例 #1
0
ファイル: HexScene.cs プロジェクト: hgrandry/Mgx
        private Body BuildHexagon(BodyRenderer renderer, Color color, Vector2 pos, float radius, float spacing)
        {
            var poly = ShapeFactory.Hexagon(Vector2.Zero, radius);
            var body = Physic.World.CreatePolygon(new Vertices(poly), 1, pos);
            body.SetCollisionType(HexPhysicTypes.Ground);

            if (radius < 5)
            {
                body.BodyType = BodyType.Dynamic;
                body.AngularDamping = 5f;
                /*var distanceJoint = K2.Physic.JointFactory.CreateFixedDistanceJoint(body, Vector2.Zero, pos);
                    distanceJoint.Frequency = 10;
                    distanceJoint.Length = radius * .2f;
                    distanceJoint.DampingRatio = 1;*/

                var j = new FixedMouseJoint(body, pos)
                        {
                            Frequency = 1000,
                            MaxForce = 100,
                            DampingRatio = 1,
                            Breakpoint = 150,
                        };
                Physic.World.AddJoint(j);
            }

            renderer.Add(body, color);

            return body;
        }
コード例 #2
0
ファイル: HexActor.cs プロジェクト: hgrandry/Mgx
        public HexActor(BodyRenderer renderer, Rectangle area)
        {
            var palette = Palette.FromXmlFile(DataPack.Colors.RedAndBlue);
            var color = palette.GetColors(3).ToArray()[2];

            var poly = ShapeFactory.Hexagon(Vector2.Zero, .5f);

            // body
            var body = Add(new Body(Physic.World)
                           {
                               BodyType = BodyType.Dynamic,
                               Position = area.Center.ToVector2(),
                               //LinearDamping = 10,
                               AngularDamping = 5,
                               IsBullet = true
                           });
            Add(new BodyStateRecorder(body, "cameraTarget"));
            Add(new SoundListener(body));

            // main fixture
            var bodyFixture = body.AttachPolygon(new Vertices(poly), 1);
            bodyFixture.Restitution = 0;
            bodyFixture.Friction = 0f;
            bodyFixture.SetCollisionType(HexPhysicTypes.Actor);

            // control
            var ui = Add(new GameUI());
            var surfaceController = Add(new SurfaceMovementControl(body, 200f, 300f));
            var boost = ui.Add(new BoostController(body) { BoostMin = 500, BoostMax = 10000 });
            ui.Add(new MovementKeyboardInput(surfaceController, boost));
            Add(new GroundConstraint(body, bodyFixture, surfaceController));
            ui.Add(new Cursor(DataPack.Textures.Square) { Color = color, Size = 5f });

            // camera

            var tracker = ui.Add(new BodyMouseTracker(body, .4f));
            ui.Add(new TrackingBodyCameraController(tracker, UpdateTime.Sim));
            ui.Add(new CameraStateRecorder());
            var camConstraint = ui.Add(new CameraConstraint
                                       {
                                           TopLeft = Vector2.Zero,
                                           BottomRight = new Vector2(area.Width, area.Height)
                                       });
            ui.Add(new MouseZoomController(.1f, .5f) { WheelRange = 3 });
            Render.Camera.Position = body.Position;

            // render
            renderer.Add(body, color);
            Add(new Disposer(() => renderer.Remove(body)));
        }