public Vehicle CreateChassis(Vector2 colliderCenter, float colliderRadius, int massDensity, Vector3 exhaustPosition, ParticleEffect2D exhaustParticles, Sound engineSound, Sound tireSound, Sound[] suspensionSounds, int horsePower, int maxSpeedFwd, int maxSpeedBwd, int rollForce) { // We set out private fields _horsePower = horsePower; _maxSpdFwd = maxSpeedFwd; _maxSpdBwd = maxSpeedBwd; _rollForce = rollForce; _rigidBody = GetComponent <RigidBody2D>(); // We add the collider (circle collider at the moment) var col = AtomicMain.AddCollider <CollisionCircle2D>(Node, dens: massDensity, fric: 0); col.SetRadius(colliderRadius); col.SetCenter(colliderCenter); // We create the exhaust particle system var exhaustParticlesNode = Node.CreateChild(); exhaustParticlesNode.SetPosition(exhaustPosition); _exhaustParticles = exhaustParticlesNode.CreateComponent <ParticleEmitter2D>(); _exhaustParticles.SetEffect(exhaustParticles); // We setup the engine sound and other sound effect engineSound.SetLooped(true); _soundSource = Node.CreateComponent <SoundSource3D>(); _soundSource.SetNearDistance(10); _soundSource.SetFarDistance(50); _accelSound = engineSound; _brakeSound = tireSound; _suspensionSoundSource = Node.CreateComponent <SoundSource3D>(); _suspensionSounds = suspensionSounds; // We return the Vehicle for convenience, since this function is intended to be the vehicle's init function return(this); }
public Node CreateWheel(Sprite2D sprite, Vector2 relativePosition, float radius, int suspensionFrequency, float suspensionDamping, ParticleEffect2D particles, float distanceToEmitParticles) { Node wheelNode = AtomicMain.CreateSpriteNode(sprite); wheelNode.SetPosition2D(relativePosition); // CreateSpriteNode adds a RigidBody for us, so we get it here RigidBody2D wheelRigidBody = wheelNode.GetComponent <RigidBody2D>(); // We activate CCD wheelRigidBody.SetBullet(true); AtomicMain.AddCollider <CollisionCircle2D>(wheelNode).SetRadius(radius); // The Box2D wheel joint provides spring for simulating suspension ConstraintWheel2D wheelJoint = Node.CreateComponent <ConstraintWheel2D>(); wheelJoint.SetOtherBody(wheelRigidBody); wheelJoint.SetAnchor(relativePosition); wheelJoint.SetAxis(Vector2.UnitY); wheelJoint.SetFrequencyHz(suspensionFrequency); wheelJoint.SetDampingRatio(suspensionDamping); // Each wheel has a particle emitter to emit particles when it's in contact with the surface Node particlesNode = Node.Scene.CreateChild(); particlesNode.SetPosition(new Vector3(relativePosition.X, relativePosition.Y, 14)); ParticleEmitter2D particleEmitter = particlesNode.CreateComponent <ParticleEmitter2D>(); particleEmitter.SetEffect(particles); // We create a new Wheel struct and add to the _wheels list _wheels.Add(new Wheel(wheelRigidBody, wheelJoint, particleEmitter, distanceToEmitParticles)); return(wheelNode); }
public Node CreateHead(Sprite2D sprite, Vector3 relativePosition, float colliderRadius, Vector2 neckAnchor) { Node head = AtomicMain.CreateSpriteNode(sprite); head.SetPosition(relativePosition); AtomicMain.AddCollider <CollisionCircle2D>(head).SetRadius(colliderRadius); // This is the actual neck joint ConstraintRevolute2D joint = head.CreateComponent <ConstraintRevolute2D>(); joint.SetOtherBody(_rigidBody); joint.SetAnchor(neckAnchor); // This is the spring, it's attached to the body with an offset ConstraintDistance2D spring = head.CreateComponent <ConstraintDistance2D>(); spring.SetOtherBody(_rigidBody); spring.SetOwnerBodyAnchor(-Vector2.UnitY * 2); spring.SetOtherBodyAnchor(Node.WorldToLocal2D(head.WorldPosition2D - Vector2.UnitY * 2)); spring.SetFrequencyHz(3); spring.SetDampingRatio(0.4f); return(head); }