void InitPhysics() { var gravity = new b2Vec2(0.0f, -10.0f); world = new b2World(gravity); world.SetAllowSleeping(true); world.SetContinuousPhysics(true); var def = new b2BodyDef(); def.allowSleep = true; def.position = b2Vec2.Zero; def.type = b2BodyType.b2_staticBody; b2Body groundBody = world.CreateBody(def); groundBody.SetActive(true); b2EdgeShape groundBox = new b2EdgeShape(); groundBox.Set(b2Vec2.Zero, new b2Vec2(900, 100)); b2FixtureDef fd = new b2FixtureDef(); fd.friction = 0.3f; fd.restitution = 0.1f; fd.shape = groundBox; groundBody.CreateFixture(fd); }
protected override void AddedToScene() { base.AddedToScene(); layerInstance = this; //get screen size screenSize = Window.WindowSizeInPixels; //CCDirector::sharedDirector()->getWinSize(); //INITIAL VARIABLES.... (D O N T E D I T ) // enable touches #if XBOX || OUYA TouchEnabled = false; GamePadEnabled = true; #else //TouchEnabled = true; CCEventListenerTouchAllAtOnce tListener = new CCEventListenerTouchAllAtOnce(); tListener.OnTouchesBegan = TouchesBegan; //tListener.OnTouchesCancelled = TouchesCancelled; tListener.OnTouchesEnded = TouchesEnded; tListener.OnTouchesMoved = TouchesMoved; AddEventListener(tListener, this); #endif // enable accelerometer //AccelerometerEnabled = false; #if iPHONE || iOS IS_IPAD = MonoTouch.UIKit.UIDevice.CurrentDevice.UserInterfaceIdiom == MonoTouch.UIKit.UIUserInterfaceIdiom.Pad; IS_RETINA = MonoTouch.UIKit.UIScreen.MainScreen.Bounds.Height * MonoTouch.UIKit.UIScreen.MainScreen.Scale >= 1136; #endif #if WINDOWS || MACOS || MONOMAC || LINUX || OUYA || XBOX IS_IPAD = true; IS_RETINA = true; #endif IS_IPHONE = !IS_IPAD; // ask director for the window size screenWidth = (int)screenSize.Width; screenHeight = (int)screenSize.Height; throwInProgress = false; //is a throw currently in progress, as in, is a ninja in midair (mostly used to prevent tossing two ninjas, one right after another) areWeInTheStartingPosition = true; //is the world back at 0 on the X axis (if yes, then we can put a ninja in the sling) throwCount = 0; dotTotalOnOddNumberedTurn = 0; dotTotalOnEvenNumberedTurn = 0; currentLevel = GameData.SharedData.Level; // use currentLevel = 0 for testing new shapes, will call [self buildLevelWithAllShapes]; pointTotalThisRound = 0; pointsToPassLevel = GameData.SharedData.PointsToPassLevel; bonusPerExtraNinja = GameData.SharedData.BonusPerExtraNinja; CCLog.Log(string.Format("The level is {0}, you need {1} to move up a level", currentLevel, pointsToPassLevel)); //PREFERENCE VARIABLES.... openWithMenuInsteadOfGame = false; // start with the menu opening the game continuePanningScreenOnFingerRelease = true; // if the screen panning is midway between either the sling or targets, when you release your finger the screen will continue panning the last direction it moved (jumpy on iPhone if set to NO) reverseHowFingerPansScreen = false; //switch to yes to reverse. topRightTouchEnablesDebugMode = true; //SET TO NO IN FINAL BUILD useImagesForPointScoreLabels = true; //IF NO, means you use Marker Felt text for scores //set up background art backgroundLayerClouds = new CCSprite(GameData.SharedData.BackgroundCloudsFileName); // will return the background clouds file for a particular level AddChild(backgroundLayerClouds, Constants.DepthClouds); backgroundLayerHills = new CCSprite(GameData.SharedData.BackgroundHillsFileName); // will return the background hills file for a particular level AddChild(backgroundLayerHills, Constants.DepthHills); backgroundLayerHills.ScaleX = 1.05f; slingShotFront = new CCSprite("slingshot_front"); AddChild(slingShotFront, Constants.DepthSlingShotFront); strapFront = new CCSprite("strap"); AddChild(strapFront, Constants.DepthStrapFront); strapBack = new CCSprite("strapBack"); AddChild(strapBack, Constants.DepthStrapBack); strapEmpty = new CCSprite("strapEmpty"); AddChild(strapEmpty, Constants.DepthStrapBack); strapBack.Visible = false; //visible only when stretching strapFront.Visible = false; //visible only when stretching //setup positions and variables for iPad devices or iPhones if (IS_IPAD) { areWeOnTheIPad = true; //vars maxStretchOfSlingShot = 75; //best to leave as is, since this value ties in closely to the image size of strap.png. (should be 1/4 the size of the source image) multipyThrowPower = 1; // fine tune how powerful the sling shot is. Range is probably best between .5 to 1.5, currently for the iPad 1.0 is good worldMaxHorizontalShift = -(screenWidth); // This determines how far the user can slide left or right to see the entire board. Always a negative number. maxScaleDownValue = 1.0f; //dont change scaleAmount = 0; // increment to change the scale of the entire world when panning initialPanAmount = 30; //how fast the screen pan starts extraAmountOnPanBack = 10; // I like a faster pan back. Adding a bit more adjustY = 0; // best to leave at 0 for iPad (moves the world down when panning) //background stuff backgroundLayerClouds.Position = new CCPoint(screenWidth, screenHeight / 2); backgroundLayerHills.Position = new CCPoint(screenWidth, screenHeight / 2); if (!IS_RETINA) { //non retina adjustment } else { //retina adjustment backgroundLayerClouds.Scale = 2.0f; backgroundLayerHills.Scale = 2.0f; } menuStartPosition = new CCPoint(130, screenSize.Height - 24); currentScoreLabelStartPosition = new CCPoint(200, screenSize.Height - 60); highScoreLabelStartPosition = new CCPoint(200, screenSize.Height - 80); fontSizeForScore = 22; //ground plane and platform groundPlaneStartPosition = new CCPoint(screenWidth, 50); platformStartPosition = new CCPoint(340, 190); //sling shot slingShotCenterPosition = new CCPoint(370, 255); slingShotFront.Position = new CCPoint(374, 240); strapFront.Position = new CCPoint(slingShotCenterPosition.X, slingShotCenterPosition.Y); strapBack.Position = new CCPoint(slingShotCenterPosition.X + 33, slingShotCenterPosition.Y - 10); strapEmpty.Position = new CCPoint(378, 235); //ninja ninjaStartPosition1 = new CCPoint(380, 250); ninjaStartPosition2 = new CCPoint(300, 155); ninjaStartPosition3 = new CCPoint(260, 155); ninjaStartPosition4 = new CCPoint(200, 120); ninjaStartPosition5 = new CCPoint(160, 120); } else if (IS_IPHONE) { //CCLOG (@"this is an iphone"); areWeOnTheIPad = false; //vars maxStretchOfSlingShot = 75; //best to leave as is, since this value ties in closely to the image size of strap.png. (should be 1/4 the size of the source image) multipyThrowPower = 1.0f; // fine tune how powerful the sling shot is. Range is probably best between .5 to 1.5, and a little goes a long way worldMaxHorizontalShift = -(screenWidth); // This determines how far the user can slide left or right to see the entire board. Always a negative number maxScaleDownValue = 0.65f; //range should probably be between 0.75 and 1.0; scaleAmount = .01f; // increment to change the scale of the entire world when panning adjustY = -34; initialPanAmount = 20; //how fast the screen pan starts extraAmountOnPanBack = 0; // best to leave at 0 on iPhone //background stuff if (!IS_RETINA) { //non retina adjustment backgroundLayerClouds.Position = new CCPoint(screenWidth, 192); backgroundLayerClouds.Scale = .7f; backgroundLayerHills.Position = new CCPoint(screenWidth, 245); backgroundLayerHills.Scale = .7f; } else { //retina adjustment backgroundLayerClouds.Position = new CCPoint(screenWidth, 192); backgroundLayerClouds.Scale = 1.7f; backgroundLayerHills.Position = new CCPoint(screenWidth, 265); backgroundLayerHills.Scale = 1.7f; } menuStartPosition = new CCPoint(70, screenSize.Height - 17); currentScoreLabelStartPosition = new CCPoint(140, screenSize.Height - 50); //score label highScoreLabelStartPosition = new CCPoint(140, screenSize.Height - 70); fontSizeForScore = 18; //ground plane and platform groundPlaneStartPosition = new CCPoint(screenWidth, -25); platformStartPosition = new CCPoint(130, 120); //sling shot slingShotCenterPosition = new CCPoint(160, 185); slingShotFront.Position = new CCPoint(164, 170); strapFront.Position = new CCPoint(slingShotCenterPosition.X, slingShotCenterPosition.Y); strapBack.Position = new CCPoint(slingShotCenterPosition.X + 33, slingShotCenterPosition.Y - 10); strapEmpty.Position = new CCPoint(168, 163); //ninja ninjaStartPosition1 = new CCPoint(170, 175); ninjaStartPosition2 = new CCPoint(110, 82); ninjaStartPosition3 = new CCPoint(65, 82); ninjaStartPosition4 = new CCPoint(90, 65); ninjaStartPosition5 = new CCPoint(43, 65); } SetUpParticleSystemSun(); CCMenuItemImage button1 = new CCMenuItemImage("gameMenu", "gameMenu", ShowMenu); MenuButton = new CCMenu(button1); MenuButton.Position = menuStartPosition; AddChild(MenuButton, Constants.DepthScore); // assign CCPoints to keep track of the starting positions of objects that move relative to the entire layer. hillsLayerStartPosition = backgroundLayerHills.Position; cloudLayerStartPosition = backgroundLayerClouds.Position; // Define the gravity vector. yAxisGravity = -9.81f; b2Vec2 gravity = b2Vec2.Zero; gravity.Set(0.0f, yAxisGravity); // Construct a world object, which will hold and simulate the rigid bodies. world = new b2World(gravity); world.AllowSleep = false; world.SetContinuousPhysics(true); //EnableDebugMode(); // Define the ground body. var groundBodyDef = new b2BodyDef(); // Make sure we call groundBodyDef.position.Set(0, 0); // bottom-left corner // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2Body groundBody = world.CreateBody(groundBodyDef); // Define the ground box shape. b2EdgeShape groundBox = new b2EdgeShape(); int worldMaxWidth = screenWidth * 4; //If you ever want the BOX2D world width to be more than it is then increase this (currently, this should be plenty of extra space) int worldMaxHeight = screenHeight * 3; //If you ever want the BOX2D world height to be more than it is then increase this (currently, this should be plenty of extra space) // bottom groundBox.Set(new b2Vec2(-4, 0), new b2Vec2(worldMaxWidth / Constants.PTM_RATIO, 0)); groundBody.CreateFixture(groundBox, 0); // top groundBox.Set(new b2Vec2(-4, worldMaxHeight / Constants.PTM_RATIO), new b2Vec2(worldMaxWidth / Constants.PTM_RATIO, worldMaxHeight / Constants.PTM_RATIO)); groundBody.CreateFixture(groundBox, 0); // left groundBox.Set(new b2Vec2(-4, worldMaxHeight / Constants.PTM_RATIO), new b2Vec2(-4, 0)); groundBody.CreateFixture(groundBox, 0); // right groundBox.Set(new b2Vec2(worldMaxWidth / Constants.PTM_RATIO, worldMaxHeight / Constants.PTM_RATIO), new b2Vec2(worldMaxWidth / Constants.PTM_RATIO, 0)); groundBody.CreateFixture(groundBox, 0); //Contact listener contactListener = new ContactListener(); world.SetContactListener(contactListener); //Set up the ground plane theGroundPlane = new GroundPlane(world, groundPlaneStartPosition, GameData.SharedData.GroundPlaneFileName); AddChild(theGroundPlane, Constants.DepthFloor); //Set up the starting platform thePlatform = new StartPlatform(world, platformStartPosition, "platform"); AddChild(thePlatform, Constants.DepthPlatform); //Set up ninjas ninjaBeingThrown = 1; //always starts at 1 (first ninja, then second ninja, and so on) ninjasToTossThisLevel = GameData.SharedData.NumberOfNinjasToTossThisLevel; //total number of ninjas to toss for this level ninja1 = new Ninja(world, ninjaStartPosition1, @"ninja"); AddChild(ninja1, Constants.DepthNinjas); currentBodyNode = ninja1; currentBodyNode.SpriteInSlingState(); if (ninjasToTossThisLevel >= 2) { ninja2 = new Ninja(world, ninjaStartPosition2, @"ninjaRed"); AddChild(ninja2, Constants.DepthNinjas); ninja2.SpriteInStandingState(); } if (ninjasToTossThisLevel >= 3) { ninja3 = new Ninja(world, ninjaStartPosition3, @"ninjaBlue"); AddChild(ninja3, Constants.DepthNinjas); ninja3.SpriteInStandingState(); } if (ninjasToTossThisLevel >= 4) { ninja4 = new Ninja(world, ninjaStartPosition4, @"ninjaBrown"); AddChild(ninja4, Constants.DepthNinjas); ninja4.SpriteInStandingState(); } if (ninjasToTossThisLevel >= 5) { ninja5 = new Ninja(world, ninjaStartPosition5, @"ninjaGreen"); AddChild(ninja5, Constants.DepthNinjas); ninja5.SpriteInStandingState(); } //Build the Stack. stack = new TheStack(world); AddChild(stack, Constants.DepthStack); //give the stack a moment to drop, then switches every pieces to static (locks it into position, until the first slingshot)... ScheduleOnce(SwitchAllStackObjectsToStatic, 1.0f); currentScoreLabel = new CCLabelTtf(String.Format("{0}: Needed", pointsToPassLevel), "MarkerFelt", fontSizeForScore); AddChild(currentScoreLabel, Constants.DepthScore); currentScoreLabel.Color = new CCColor3B(255, 255, 255); currentScoreLabel.Position = currentScoreLabelStartPosition; currentScoreLabel.AnchorPoint = new CCPoint(1, .5f); // HighScoreForLevel highScoreLabel = new CCLabelTtf(String.Format("High Score: {0}", GameData.SharedData.HighScoreForLevel), "MarkerFelt", fontSizeForScore); AddChild(highScoreLabel, Constants.DepthScore); highScoreLabel.Color = new CCColor3B(255, 255, 255); highScoreLabel.Position = currentScoreLabel.Position - new CCPoint(0, highScoreLabel.ContentSize.Height);// highScoreLabelStartPosition; highScoreLabel.AnchorPoint = new CCPoint(1, .5f); highScoreLabelStartPosition = highScoreLabel.Position; var levelString = string.Format("Level: {0}", currentLevel); ShowBoardMessage(levelString); CCLog.Log(" "); CCLog.Log(" "); CCLog.Log(" "); CCLog.Log("/////////////////////////////////////////////////////"); CCLog.Log("/////////////////////////////////////////////////////"); CCLog.Log(" "); CCLog.Log(" "); CCLog.Log(" "); CCLog.Log("The art and animation in this template is copyright CartoonSmart LLC"); CCLog.Log("You must make significant changes to the art before submitting your game to the App Store"); CCLog.Log("Please create your own characters, backgrounds, etc and spend the time to make the game look totally unique"); CCLog.Log(" "); CCLog.Log(" "); CCLog.Log(" "); CCLog.Log("The Video guide for this template is at https://vimeo.com/cartoonsmart/angryninjasguide "); CCLog.Log(" "); CCLog.Log(" "); CCLog.Log(" "); CCLog.Log("/////////////////////////////////////////////////////"); CCLog.Log("/////////////////////////////////////////////////////"); CCLog.Log(" "); CCLog.Log(" "); GameSounds.SharedGameSounds.IntroTag(); if (GameData.SharedData.Level == 1) { GameSounds.SharedGameSounds.PlayBackgroundMusic(AmbientFXSounds.Frogs); } else { GameSounds.SharedGameSounds.PlayBackgroundMusic(AmbientFXSounds.Insects); } if (GameData.SharedData.FirstRunEver && openWithMenuInsteadOfGame) { CCLog.Log("First run ever"); Schedule(ShowMenuFromSelector, 2f); GameData.SharedData.FirstRunEver = false; } // Always do this last. this.Schedule(Tick); }
public Test() { m_destructionListener = new DestructionListener(); m_debugDraw = new CCBox2dDraw("fonts/arial-12", 1); b2Vec2 gravity = new b2Vec2(); gravity.Set(0.0f, -10.0f); m_world = new b2World(gravity); m_bomb = null; m_textLine = 30; m_mouseJoint = null; m_pointCount = 0; m_destructionListener.test = this; m_world.SetDestructionListener(m_destructionListener); m_world.SetContactListener(this); m_world.SetDebugDraw(m_debugDraw); m_world.SetContinuousPhysics(true); m_world.SetWarmStarting(true); m_bombSpawning = false; m_stepCount = 0; b2BodyDef bodyDef = new b2BodyDef(); m_groundBody = m_world.CreateBody(bodyDef); }
void InitPhysics() { CCSize s = Layer.VisibleBoundsWorldspace.Size; var gravity = new b2Vec2 (0.0f, -10.0f); world = new b2World (gravity); world.SetAllowSleeping (true); world.SetContinuousPhysics (true); var def = new b2BodyDef (); def.allowSleep = true; def.position = b2Vec2.Zero; def.type = b2BodyType.b2_staticBody; b2Body groundBody = world.CreateBody (def); groundBody.SetActive (true); b2EdgeShape groundBox = new b2EdgeShape (); groundBox.Set (b2Vec2.Zero, new b2Vec2 (s.Width / PTM_RATIO, 0)); b2FixtureDef fd = new b2FixtureDef (); fd.shape = groundBox; groundBody.CreateFixture (fd); }
private void initPhysics() { CCSize s = CCDirector.SharedDirector.WinSize; var gravity = new b2Vec2(0.0f, -10.0f); _world = new b2World(gravity); float debugWidth = s.Width / PTM_RATIO * 2f; float debugHeight = s.Height / PTM_RATIO * 2f; CCDraw debugDraw = new CCDraw(new b2Vec2(debugWidth / 2f + 10, s.Height - debugHeight - 10), 2); debugDraw.AppendFlags(b2DrawFlags.e_shapeBit); _world.SetDebugDraw(debugDraw); _world.SetAllowSleeping(true); _world.SetContinuousPhysics(true); //m_debugDraw = new GLESDebugDraw( PTM_RATIO ); //world->SetDebugDraw(m_debugDraw); //uint32 flags = 0; //flags += b2Draw::e_shapeBit; // flags += b2Draw::e_jointBit; // flags += b2Draw::e_aabbBit; // flags += b2Draw::e_pairBit; // flags += b2Draw::e_centerOfMassBit; //m_debugDraw->SetFlags(flags); // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2BodyDef def = b2BodyDef.Create(); def.allowSleep = true; def.position = b2Vec2.Zero; def.type = b2BodyType.b2_staticBody; b2Body groundBody = _world.CreateBody(def); groundBody.SetActive(true); // Define the ground box shape. // bottom b2EdgeShape groundBox = new b2EdgeShape(); groundBox.Set(b2Vec2.Zero, new b2Vec2(s.Width / PTM_RATIO, 0)); b2FixtureDef fd = b2FixtureDef.Create(); fd.shape = groundBox; groundBody.CreateFixture(fd); // top groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(0, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO)); fd.shape = groundBox; groundBody.CreateFixture(fd); // left groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(0, s.Height / PTM_RATIO), b2Vec2.Zero); fd.shape = groundBox; groundBody.CreateFixture(fd); // right groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(s.Width / PTM_RATIO, s.Height / PTM_RATIO), new b2Vec2(s.Width / PTM_RATIO, 0)); fd.shape = groundBox; groundBody.CreateFixture(fd); // _world.Dump(); }
public Mouse() { //m_destructionListener = new DestructionListener(); m_debugDraw = new CCBox2dDraw("fonts/arial-16"); b2Vec2 gravity = new b2Vec2(); gravity.Set(500, 500); m_world = new b2World(gravity); m_world.SetAllowSleeping(false); m_world.SetContinuousPhysics(true); m_world.SetDebugDraw(m_debugDraw); m_debugDraw.AppendFlags(b2DrawFlags.e_shapeBit | b2DrawFlags.e_aabbBit | b2DrawFlags.e_centerOfMassBit | b2DrawFlags.e_jointBit | b2DrawFlags.e_pairBit); m_world.SetContinuousPhysics(true); m_world.SetWarmStarting(true); }
public b2World N2b2World(JObject worldValue) { b2World world = new b2World(jsonToVec("gravity", worldValue)); world.SetAllowSleeping((bool)worldValue.GetValue("allowSleep")); world.ClearForces(); //world.Set(worldValue.getBoolean("autoClearForces")); world.SetWarmStarting((bool)worldValue.GetValue("warmStarting")); world.SetContinuousPhysics((bool)worldValue.GetValue("continuousPhysics")); world.SetSubStepping((bool)worldValue.GetValue("subStepping")); readCustomPropertiesFromJson(world, worldValue); int i = 0; JArray bodyValues = (JArray)worldValue["body"]; if (null != bodyValues) { int numBodyValues = bodyValues.Count; for (i = 0; i < numBodyValues; i++) { JObject bodyValue = (JObject)bodyValues[i]; b2Body body = N2b2Body(world, bodyValue); readCustomPropertiesFromJson(body, bodyValue); m_bodies.Add(body); m_indexToBodyMap.Add(i, body); } } // need two passes for joints because gear joints reference other joints JArray jointValues = (JArray)worldValue["joint"]; if (null != jointValues) { int numJointValues = jointValues.Count; for (i = 0; i < numJointValues; i++) { JObject jointValue = (JObject)jointValues[i]; if (jointValue["type"].ToString() != "gear") { b2Joint joint = j2b2Joint(world, jointValue); readCustomPropertiesFromJson(joint, jointValue); m_joints.Add(joint); } } for (i = 0; i < numJointValues; i++) { JObject jointValue = (JObject)jointValues[i]; if (jointValue["type"].ToString() == "gear") { b2Joint joint = j2b2Joint(world, jointValue); readCustomPropertiesFromJson(joint, jointValue); m_joints.Add(joint); } } } i = 0; JArray imageValues = (JArray)worldValue["image"]; if (null != imageValues) { int numImageValues = imageValues.Count; for (i = 0; i < numImageValues; i++) { JObject imageValue = (JObject)imageValues[i]; Nb2dJsonImage image = j2b2dJsonImage(imageValue); readCustomPropertiesFromJson(image, imageValue); m_images.Add(image); } } return world; }
static void SetupWorld(bool setupGround) { var gravity = new b2Vec2(0.0f, -10.0f); _world = new b2World(gravity); _world.SetAllowSleeping(true); _world.SetContinuousPhysics(true); _world.SetSubStepping(true); _world.SetWarmStarting(true); _world.SetDestructionListener(new Destructo()); _world.SetContactListener(new Contacto()); if (!setupGround) { return; } // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2BodyDef def = b2BodyDef.Create(); def.allowSleep = true; def.position = b2Vec2.Zero; def.type = b2BodyType.b2_staticBody; b2Body groundBody = _world.CreateBody(def); groundBody.SetActive(true); // bottom b2EdgeShape groundBox = new b2EdgeShape(); groundBox.Set(b2Vec2.Zero, new b2Vec2(width, 0)); b2FixtureDef fd = b2FixtureDef.Create(); fd.shape = groundBox; groundBody.CreateFixture(fd); // top groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(0, height), new b2Vec2(width, height)); fd.shape = groundBox; groundBody.CreateFixture(fd); // left groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(0, height), b2Vec2.Zero); fd.shape = groundBox; groundBody.CreateFixture(fd); // right groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(width, height), new b2Vec2(width, 0)); fd.shape = groundBox; groundBody.CreateFixture(fd); _world.Dump(); }
static void Main(string[] args) { var gravity = new b2Vec2(0.0f, -10.0f); b2World _world = new b2World(gravity); _world.SetAllowSleeping(true); _world.SetContinuousPhysics(true); // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2BodyDef def = b2BodyDef.Create(); def.allowSleep = true; def.position = b2Vec2.Zero; def.type = b2BodyType.b2_staticBody; b2Body groundBody = _world.CreateBody(def); groundBody.SetActive(true); // Define the ground box shape. float width = 100f, height = 100f; // bottom b2EdgeShape groundBox = new b2EdgeShape(); groundBox.Set(b2Vec2.Zero, new b2Vec2(width, 0)); b2FixtureDef fd = b2FixtureDef.Create(); fd.shape = groundBox; groundBody.CreateFixture(fd); // top groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(0, height), new b2Vec2(width, height)); fd.shape = groundBox; groundBody.CreateFixture(fd); // left groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(0, height), b2Vec2.Zero); fd.shape = groundBox; groundBody.CreateFixture(fd); // right groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(width, height), new b2Vec2(width, 0)); fd.shape = groundBox; groundBody.CreateFixture(fd); _world.Dump(); Console.WriteLine("Enter the number of bodies you want to run?"); string s = Console.ReadLine(); Random ran = new Random(); for (int i = 0; i < int.Parse(s); i++) { def = b2BodyDef.Create(); def.position = new b2Vec2(width * (float)ran.NextDouble(), height * (float)ran.NextDouble()); def.type = b2BodyType.b2_dynamicBody; b2Body body = _world.CreateBody(def); // Define another box shape for our dynamic body. var dynamicBox = new b2PolygonShape(); dynamicBox.SetAsBox(.5f, .5f); //These are mid points for our 1m box // Define the dynamic body fixture. fd = b2FixtureDef.Create(); fd.shape = dynamicBox; fd.density = 1f; fd.friction = 0.3f; b2Fixture fixture = body.CreateFixture(fd); } int iter = 0; for (float dt = 0f; dt < 26f; ) { Update(_world, dt); dt += 1f / 30f; iter++; if (iter == 30) { Dump(_world); iter = 0; } } Console.WriteLine("hit <enter> to exit"); Console.ReadLine(); Dump(_world); }
private void InitB2World() { world = new Box2D.Dynamics.b2World(new Box2D.Common.b2Vec2(0, -100)); world.SetContactListener(new Myb2Listener()); world.SetAllowSleeping(true); world.SetContinuousPhysics(true); // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. def = new b2BodyDef(); def.allowSleep = true; def.position = b2Vec2.Zero; def.type = b2BodyType.b2_staticBody; b2Body groundBody = world.CreateBody(def); groundBody.SetActive(true); // Define the ground box shape. // bottom b2EdgeShape groundBox = new b2EdgeShape(); groundBox.Set(b2Vec2.Zero, new b2Vec2(Resources.DisplayMetrics.WidthPixels, 0)); b2FixtureDef fd = new b2FixtureDef(); fd.shape = groundBox; groundBody.CreateFixture(fd); // top groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(0, Resources.DisplayMetrics.HeightPixels), new b2Vec2(Resources.DisplayMetrics.WidthPixels, Resources.DisplayMetrics.HeightPixels)); fd.shape = groundBox; groundBody.CreateFixture(fd); // left groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(0, Resources.DisplayMetrics.HeightPixels), b2Vec2.Zero); fd.shape = groundBox; groundBody.CreateFixture(fd); // right groundBox = new b2EdgeShape(); groundBox.Set(new b2Vec2(Resources.DisplayMetrics.WidthPixels, Resources.DisplayMetrics.HeightPixels), new b2Vec2(Resources.DisplayMetrics.WidthPixels, 0)); fd.shape = groundBox; groundBody.CreateFixture(fd); // bodydef = new b2BodyDef(); bodydef.active = true; bodydef.position = new b2Vec2(100, 100); bodydef.type = b2BodyType.b2_dynamicBody; b2Body buttonBody = world.CreateBody(bodydef); buttonBody.SetActive(true); var shape = new b2EdgeShape(); shape.Set(new b2Vec2(100, 100), new b2Vec2(150, 100)); buttonBody.CreateFixture(new b2FixtureDef() { density = 10, shape = shape, }); }