コード例 #1
0
ファイル: Circle.cs プロジェクト: GretelF/squircle
        public override void Initialize(ConfigSection section)
        {
            base.Initialize(section);

            textureName = section["texture"];
            circlePos = section["position"].AsVector2();
            Radius = section["radius"];

            var bodyDescription = new scBodyDescription();
            bodyDescription.bodyType = scBodyType.Kinematic;

            bodyDescription.transform.position = circlePos;
            bodyDescription.inertiaScale = section["inertiaScale"];
            bodyDescription.linearDamping = section["linearDamping"];
            bodyDescription.angularDamping = section["angularDamping"];

            bodyDescription.userData = this;

            var shape = new scCircleShape();
            shape.radius = Radius;

            var bodyPartDescription = new scBodyPartDescription();
            bodyPartDescription.restitution = section["restitution"];
            bodyPartDescription.density = section["density"];
            bodyPartDescription.shape = shape;
            bodyPartDescription.friction = section["friction"];

            Body = Game.level.World.createBody(bodyDescription, bodyPartDescription);
            Body.owner = this;
        }
コード例 #2
0
ファイル: Collision.cs プロジェクト: GretelF/squircle
        public static bool detectCircleEdge(scTransform circleTransform, scCircleShape circle, scTransform edgeTransform, scEdgeShape edge)
        {
            var transformedEdgeVertices = new List<Vector2>();
            transformedEdgeVertices.Add(scTransformUtils.applyTransform(edgeTransform, edge.start));
            transformedEdgeVertices.Add(scTransformUtils.applyTransform(edgeTransform, edge.end));

            var transformedCircleCenter = scTransformUtils.applyTransform(circleTransform, circle.localPosition);

            //get nearest edge vertex to circle center
            var distanceToFirstVertex = transformedEdgeVertices[0] - transformedCircleCenter;
            var distanceToSecondVertex = transformedEdgeVertices[1] - transformedCircleCenter;

            var circleAxis = distanceToFirstVertex.Length() <= distanceToSecondVertex.Length() ? distanceToFirstVertex : distanceToSecondVertex;
            circleAxis.Normalize();
            var edgeAxis = scCollisionHelpers.getNormal(transformedEdgeVertices[0], transformedEdgeVertices[1]);

            {
                var lineSegmentCircle = scCollisionHelpers.projectCircleOnAxis(transformedCircleCenter, circle.radius, circleAxis);
                var lineSegmentEdge = scCollisionHelpers.projectShapeOnAxis(transformedEdgeVertices, circleAxis);
                if (!scCollisionHelpers.overlapsOnSameAxis(lineSegmentCircle, lineSegmentEdge))
                {
                    return false;
                }
            }
            {
                var lineSegmentCircle = scCollisionHelpers.projectCircleOnAxis(transformedCircleCenter, circle.radius, edgeAxis);
                var lineSegmentEdge = scCollisionHelpers.projectShapeOnAxis(transformedEdgeVertices, edgeAxis);
                if (!scCollisionHelpers.overlapsOnSameAxis(lineSegmentCircle, lineSegmentEdge))
                {
                    return false;
                }
            }
            return true;
        }
コード例 #3
0
ファイル: Collision.cs プロジェクト: GretelF/squircle
        public static bool detectCircleCircle(scTransform aTransform, scCircleShape aShape, scTransform bTransform, scCircleShape bShape)
        {
            var aCenter = aTransform.position + aShape.localPosition;
            var bCenter = bTransform.position + bShape.localPosition;

            var deltaVector = aCenter - bCenter;

            return deltaVector.Length() < aShape.radius + bShape.radius;
        }
コード例 #4
0
ファイル: Collision.cs プロジェクト: GretelF/squircle
        public static bool detectCircleRectangle(scTransform circleTransform, scCircleShape circle, scTransform rectangleTransform, scRectangleShape rectangle)
        {
            var transformedRectangleVertices = new List<Vector2>();
            foreach (var vertex in rectangle.vertices)
            {
                transformedRectangleVertices.Add(scTransformUtils.applyTransform(rectangleTransform, vertex));
            }

            var axes = new List<Vector2>();
            axes.Add(scCollisionHelpers.getNormal(transformedRectangleVertices[0], transformedRectangleVertices[1]));
            axes.Add(scCollisionHelpers.getNormal(transformedRectangleVertices[1], transformedRectangleVertices[2]));
            axes.Add(scCollisionHelpers.getNormal(transformedRectangleVertices[2], transformedRectangleVertices[3]));
            axes.Add(scCollisionHelpers.getNormal(transformedRectangleVertices[3], transformedRectangleVertices[0]));
            var transformedCircleCenter = scTransformUtils.applyTransform(circleTransform, circle.localPosition);

            //get nearest edge vertex to circle center
            var distancesToVertices = new List<Vector2>();

            distancesToVertices.Add(transformedRectangleVertices[0] - transformedCircleCenter);
            distancesToVertices.Add(transformedRectangleVertices[1] - transformedCircleCenter);
            distancesToVertices.Add(transformedRectangleVertices[2] - transformedCircleCenter);
            distancesToVertices.Add(transformedRectangleVertices[3] - transformedCircleCenter);

            var circleAxis = distancesToVertices[0];
            foreach (var distance in distancesToVertices)
            {
                if (distance.Length() < circleAxis.Length())
                {
                    circleAxis = distance;
                }
            }

            circleAxis.Normalize();
            axes.Add(circleAxis);

            foreach (var axis in axes)
            {
                var lineSegmentRectangleA = scCollisionHelpers.projectCircleOnAxis(transformedCircleCenter, circle.radius, axis);
                var lineSegmentRectangleB = scCollisionHelpers.projectShapeOnAxis(transformedRectangleVertices, axis);
                if (!scCollisionHelpers.overlapsOnSameAxis(lineSegmentRectangleA, lineSegmentRectangleB))
                {
                    return false;
                }
            }
            return true;
        }
コード例 #5
0
ファイル: Level.cs プロジェクト: GretelF/squircle
        public void Initialize(ConfigOption option)
        {
            levelConfig = ConfigFile.FromFile(option.Value);

            {
                var physicsSection = levelConfig["Physics"];

                PhysicsScale = physicsSection["scale"];
                GroundFriction = physicsSection["groundFriction"];
                World = new scPhysicsWorld();
                World.game = game;

                physicsSection.IfOptionExists("gravity", o => World.gravity = o.AsVector2());
                //                physicsSection["gravity"].AsVector2(), physicsSection["doSleep"].AsBool()
                //                World.ContinuousPhysics = physicsSection["continuousPhysics"].AsBool();

                physicsWorldDebugRenderer = new scPhysicsWorldDebugRenderer();
                physicsWorldDebugRenderer.world = World;
            }

            LevelGenerator = new LevelGenerator(this);
            //            bodyList = LevelGenerator.generateLevel();

            var viewport = game.GraphicsDevice.Viewport;

            InitializePlayers();

            camera = new Camera2D(game);
            camera.Initialize();
            camera.Position = levelConfig["Camera"]["startPos"].AsVector2();
            camera.ViewBounds = levelConfig["Camera"]["viewBounds"].AsRectangle();
            camera.MaxMoveSpeed = levelConfig["Camera"]["maxMoveSpeed"];

            CreatePhysicalViewBounds();

            var gameObjectsConfig = ConfigFile.FromFile(levelConfig.GlobalSection["objects"]);

            foreach (var section in gameObjectsConfig.Sections)
            {
                if (section.Value == gameObjectsConfig.GlobalSection)
                {
                    // Skip the global section because it can not contain any useful info in this case.
                    continue;
                }
                var go = GameObject.Create(game, section.Key, section.Value);
                GameObjects.Add(go);
            }

            Menu.InitializeFromConfigFile(levelConfig.GlobalSection["userInterface"].AsConfigFile());

            levelConfig.IfSectionExists("Audio",
                section =>
                {
                    section.IfOptionExists("ambientCue", opt => AmbientMusicCue = opt);
                });

            if (!levelConfig.Sections.ContainsKey("Debug"))
            {
                return;
            }

            var debugSection = levelConfig["Debug"];

            debugSection.IfOptionExists("drawPhysics", opt => game.drawPhysics = opt.AsBool());
            debugSection.IfOptionExists("drawVisualHelpers", opt =>
                {
                    if (opt.AsBool())
                        game.drawVisualHelpers.SetNormal();
                    else
                        game.drawVisualHelpers.SetNone();
                });
            debugSection.IfOptionExists("drawDebugData", opt =>
            {
                if (opt.AsBool())
                    game.drawDebugData.SetNormal();
                else
                    game.drawDebugData.SetNone();
            });

            {
                var circleshape = new scCircleShape();
                circleshape.radius = 75;
                var bodyPartDescription = new scBodyPartDescription();
                bodyPartDescription.shape = circleshape;
                var bodyDescription = new scBodyDescription();
                bodyDescription.bodyType = scBodyType.Static;
                bodyDescription.transform.position = new Vector2(-150, 0);
                var bodyPartDescriptions = new List<scBodyPartDescription>();
                bodyPartDescriptions.Add(bodyPartDescription);
                var body = World.createBody(bodyDescription, bodyPartDescriptions);
            }

            {
                var rectangleshape = scRectangleShape.fromLocalPositionAndHalfExtents(new Vector2(0, 0), new Vector2(75, 30));
                var bodyPartDescription = new scBodyPartDescription();
                bodyPartDescription.shape = rectangleshape;
                var bodyDescription = new scBodyDescription();
                bodyDescription.bodyType = scBodyType.Static;
                bodyDescription.transform.position = new Vector2(50, 150);
                var bodyPartDescriptions = new List<scBodyPartDescription>();
                bodyPartDescriptions.Add(bodyPartDescription);
                var body = World.createBody(bodyDescription, bodyPartDescriptions);
            }

            {
                var edgeshape = new scEdgeShape();
                edgeshape.start = new Vector2(-20, -40);
                edgeshape.end = new Vector2(20, 40);
                var bodyPartDescription = new scBodyPartDescription();
                bodyPartDescription.shape = edgeshape;
                var bodyDescription = new scBodyDescription();
                bodyDescription.bodyType = scBodyType.Static;
                bodyDescription.transform.position = new Vector2(100, 50);
                var bodyPartDescriptions = new List<scBodyPartDescription>();
                bodyPartDescriptions.Add(bodyPartDescription);
                var body = World.createBody(bodyDescription, bodyPartDescriptions);
                TESTEDGE = body;
            }

            {
                var rectangleshape = scRectangleShape.fromLocalPositionAndHalfExtents(new Vector2(0, 0), new Vector2(40, 40));
                var bodyPartDescription = new scBodyPartDescription();
                bodyPartDescription.shape = rectangleshape;
                var bodyDescription = new scBodyDescription();
                bodyDescription.bodyType = scBodyType.Static;
                bodyDescription.transform.position = new Vector2(200, 50);
                var bodyPartDescriptions = new List<scBodyPartDescription>();
                bodyPartDescriptions.Add(bodyPartDescription);
                var body = World.createBody(bodyDescription, bodyPartDescriptions);
                TESTRECTANGLE = body;
            }
        }