private void CreateLegTextures(AssetCreator assets) { Vector2 p1 = new Vector2(-5.4f, -6.1f); Vector2 p2 = new Vector2(-7.2f, -1.2f); Vector2 p3 = new Vector2(-4.3f, -1.9f); Vector2 p4 = Vector2.Zero; Vector2 p5 = new Vector2(-2.9f, 0.7f); Vector2 p6 = new Vector2(0.6f, 2.9f); Vertices vertices = new Vertices(3); vertices.Add(p1); vertices.Add(p3); vertices.Add(p2); _leftLeg = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.IndianRed * 0.8f, 1f, 24f)); vertices[0] = p4; vertices[1] = p5; vertices[2] = p6; _leftShoulder = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.Beige * 0.8f, 1f, 24f)); p1.X *= -1f; p2.X *= -1f; p3.X *= -1f; p5.X *= -1f; p6.X *= -1f; vertices[0] = p1; vertices[1] = p2; vertices[2] = p3; _rightLeg = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.IndianRed * 0.8f, 1f, 24f)); vertices[0] = p4; vertices[1] = p6; vertices[2] = p5; _rightShoulder = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.Beige * 0.8f, 1f, 24f)); _leftShoulder.Origin = AssetCreator.CalculateOrigin(_leftShoulders[0], 24f); _leftLeg.Origin = AssetCreator.CalculateOrigin(_leftLegs[0], 24f); _rightShoulder.Origin = AssetCreator.CalculateOrigin(_rightShoulders[0], 24f); _rightLeg.Origin = AssetCreator.CalculateOrigin(_rightLegs[0], 24f); }
public TheoJansenWalker(World world, ScreenManager screenManager, Camera2D camera, Vector2 position) { _position = position; _motorSpeed = 2.0f; _spriteBatch = screenManager.SpriteBatch; _lineBatch = screenManager.LineBatch; _camera = camera; _walkerJoints = new List <DistanceJoint>(); _leftShoulders = new Body[3]; _rightShoulders = new Body[3]; _leftLegs = new Body[3]; _rightLegs = new Body[3]; Vector2 pivot = new Vector2(0f, -0.8f); CreateChassis(world, pivot, screenManager.Assets); Vector2 wheelAnchor = pivot + new Vector2(0f, 0.8f); CreateLegTextures(screenManager.Assets); CreateLeg(world, -1f, wheelAnchor, 0); CreateLeg(world, 1f, wheelAnchor, 0); _leftLeg.Origin = AssetCreator.CalculateOrigin(_leftLegs[0]); _leftShoulder.Origin = AssetCreator.CalculateOrigin(_leftShoulders[0]); _rightLeg.Origin = AssetCreator.CalculateOrigin(_rightLegs[0]); _rightShoulder.Origin = AssetCreator.CalculateOrigin(_rightShoulders[0]); _wheel.SetTransform(_wheel.Position, 120f * Settings.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 1); CreateLeg(world, 1f, wheelAnchor, 1); _wheel.SetTransform(_wheel.Position, -120f * Settings.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 2); CreateLeg(world, 1f, wheelAnchor, 2); }
public override void LoadContent() { base.LoadContent(); World.Gravity = new Vector2(0f, -10f); HasCursor = false; EnableCameraControl = true; HasVirtualStick = true; // terrain _ground = World.CreateBody(); { Vertices terrain = new Vertices(); terrain.Add(new Vector2(-20f, 5f)); terrain.Add(new Vector2(-20f, 0f)); terrain.Add(new Vector2(20f, 0f)); terrain.Add(new Vector2(25f, 0.25f)); terrain.Add(new Vector2(30f, 1f)); terrain.Add(new Vector2(35f, 4f)); terrain.Add(new Vector2(40f, 0f)); terrain.Add(new Vector2(45f, 0f)); terrain.Add(new Vector2(50f, -1f)); terrain.Add(new Vector2(55f, -2f)); terrain.Add(new Vector2(60f, -2f)); terrain.Add(new Vector2(65f, -1.25f)); terrain.Add(new Vector2(70f, 0f)); terrain.Add(new Vector2(75f, 0.3f)); terrain.Add(new Vector2(80f, 1.5f)); terrain.Add(new Vector2(85f, 3.5f)); terrain.Add(new Vector2(90f, 0f)); terrain.Add(new Vector2(95f, -0.5f)); terrain.Add(new Vector2(100f, -1f)); terrain.Add(new Vector2(105f, -2f)); terrain.Add(new Vector2(110f, -2.5f)); terrain.Add(new Vector2(115f, -1.3f)); terrain.Add(new Vector2(120f, 0f)); terrain.Add(new Vector2(160f, 0f)); terrain.Add(new Vector2(159f, -10f)); terrain.Add(new Vector2(201f, -10f)); terrain.Add(new Vector2(200f, 0f)); terrain.Add(new Vector2(240f, 0f)); terrain.Add(new Vector2(250f, 5f)); terrain.Add(new Vector2(250f, -10f)); terrain.Add(new Vector2(270f, -10f)); terrain.Add(new Vector2(270f, 0)); terrain.Add(new Vector2(310f, 0)); terrain.Add(new Vector2(310f, 5)); for (int i = 0; i < terrain.Count - 1; ++i) { _ground.CreateEdge(terrain[i], terrain[i + 1]); } _ground.SetFriction(0.6f); } // teeter board { _board = World.CreateBody(); _board.BodyType = BodyType.Dynamic; _board.Position = new Vector2(140.0f, 1.0f); PolygonShape box = new PolygonShape(PolygonTools.CreateRectangle(20.0f / 2f, 0.5f / 2f), 1); _teeter = new Sprite(ScreenManager.Assets.TextureFromShape(box, MaterialType.Pavement, Color.LightGray, 1.2f)); _board.CreateFixture(box); RevoluteJoint teeterAxis = JointFactory.CreateRevoluteJoint(World, _ground, _board, Vector2.Zero); teeterAxis.LowerLimit = -8.0f * MathHelper.Pi / 180.0f; teeterAxis.UpperLimit = 8.0f * MathHelper.Pi / 180.0f; teeterAxis.LimitEnabled = true; _board.ApplyAngularImpulse(100.0f); } // bridge { _bridgeSegments = new List <Body>(); const int segmentCount = 20; PolygonShape shape = new PolygonShape(PolygonTools.CreateRectangle(1.0f, 0.125f), 1f); _bridge = new Sprite(ScreenManager.Assets.TextureFromShape(shape, MaterialType.Dots, Color.SandyBrown, 1f)); Body prevBody = _ground; for (int i = 0; i < segmentCount; ++i) { Body body = World.CreateBody(); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(161f + 2f * i, -0.125f); Fixture fix = body.CreateFixture(shape); fix.Friction = 0.6f; JointFactory.CreateRevoluteJoint(World, prevBody, body, -Vector2.UnitX); prevBody = body; _bridgeSegments.Add(body); } JointFactory.CreateRevoluteJoint(World, _ground, prevBody, Vector2.UnitX); } // boxes { _boxes = new List <Body>(); PolygonShape box = new PolygonShape(PolygonTools.CreateRectangle(0.5f, 0.5f), 1f); _box = new Sprite(ScreenManager.Assets.TextureFromShape(box, MaterialType.Squares, Color.SaddleBrown, 2f)); Body body = World.CreateBody(); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, 0.5f); body.CreateFixture(box); _boxes.Add(body); body = World.CreateBody(); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, 1.5f); body.CreateFixture(box); _boxes.Add(body); body = World.CreateBody(); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(220f, 2.5f); body.CreateFixture(box); _boxes.Add(body); } // car { Vertices vertices = new Vertices(8); vertices.Add(new Vector2(-2.5f, -0.08f)); vertices.Add(new Vector2(-2.375f, 0.46f)); vertices.Add(new Vector2(-0.58f, 0.92f)); vertices.Add(new Vector2(0.46f, 0.92f)); vertices.Add(new Vector2(2.5f, 0.17f)); vertices.Add(new Vector2(2.5f, -0.205f)); vertices.Add(new Vector2(2.3f, -0.33f)); vertices.Add(new Vector2(-2.25f, -0.35f)); PolygonShape chassis = new PolygonShape(vertices, 2); CircleShape wheelShape = new CircleShape(0.5f, 0.8f); _car = World.CreateBody(); _car.BodyType = BodyType.Dynamic; _car.Position = new Vector2(0.0f, 1.0f); _car.CreateFixture(chassis); _wheelBack = World.CreateBody(); _wheelBack.BodyType = BodyType.Dynamic; _wheelBack.Position = new Vector2(-1.709f, 0.78f); _wheelBack.CreateFixture(wheelShape); _wheelBack.SetFriction(0.9f); wheelShape.Density = 1; _wheelFront = World.CreateBody(); _wheelFront.BodyType = BodyType.Dynamic; _wheelFront.Position = new Vector2(1.54f, 0.8f); _wheelFront.CreateFixture(wheelShape); Vector2 axis = new Vector2(0.0f, 1.2f); _springBack = new WheelJoint(_car, _wheelBack, _wheelBack.Position, axis, true); _springBack.MotorSpeed = 0.0f; _springBack.MaxMotorTorque = 20.0f; _springBack.MotorEnabled = true; _springBack.Frequency = 4.0f; _springBack.DampingRatio = 0.7f; World.Add(_springBack); _springFront = new WheelJoint(_car, _wheelFront, _wheelFront.Position, axis, true); _springFront.MotorSpeed = 0.0f; _springFront.MaxMotorTorque = 10.0f; _springFront.MotorEnabled = false; _springFront.Frequency = 4.0f; _springFront.DampingRatio = 0.7f; World.Add(_springFront); _carBody = new Sprite(ScreenManager.Content.Load <Texture2D>("Samples/car"), AssetCreator.CalculateOrigin(_car, 24f)); _wheel = new Sprite(ScreenManager.Content.Load <Texture2D>("Samples/wheel")); } Camera.MinRotation = -0.05f; Camera.MaxRotation = 0.05f; Camera.TrackingBody = _car; Camera.EnableTracking = true; }
public TheoJansenWalker(World world, PhysicsGameScreen screen, Vector2 position) { _position = position; _motorSpeed = 2.0f; _motorOn = true; _screen = screen; _walkerJoints = new List <DistanceJoint>(); _leftShoulders = new Body[3]; _rightShoulders = new Body[3]; _leftLegs = new Body[3]; _rightLegs = new Body[3]; Vector2 pivot = new Vector2(0f, -0.8f); // Chassis { PolygonShape shape = new PolygonShape(1f); shape.SetAsBox(2.5f, 1.0f); _body = new Sprite(_screen.ScreenManager.Assets.TextureFromShape(shape, MaterialType.Blank, Color.Beige, 1f)); _chassis = BodyFactory.CreateBody(world); _chassis.BodyType = BodyType.Dynamic; _chassis.Position = pivot + _position; Fixture fixture = _chassis.CreateFixture(shape); fixture.CollisionGroup = -1; } { CircleShape shape = new CircleShape(1.6f, 1f); _engine = new Sprite(_screen.ScreenManager.Assets.TextureFromShape(shape, MaterialType.Waves, Color.Beige * 0.8f, 1f)); _wheel = BodyFactory.CreateBody(world); _wheel.BodyType = BodyType.Dynamic; _wheel.Position = pivot + _position; Fixture fixture = _wheel.CreateFixture(shape); fixture.CollisionGroup = -1; } { _motorJoint = new RevoluteJoint(_wheel, _chassis, _wheel.GetLocalPoint(_chassis.Position), Vector2.Zero); _motorJoint.CollideConnected = false; _motorJoint.MotorSpeed = _motorSpeed; _motorJoint.MaxMotorTorque = 400f; _motorJoint.MotorEnabled = _motorOn; world.AddJoint(_motorJoint); } Vector2 wheelAnchor = pivot + new Vector2(0f, 0.8f); CreateLegTextures(); CreateLeg(world, -1f, wheelAnchor, 0); CreateLeg(world, 1f, wheelAnchor, 0); _leftLeg.Origin = AssetCreator.CalculateOrigin(_leftLegs[0]); _leftShoulder.Origin = AssetCreator.CalculateOrigin(_leftShoulders[0]); _rightLeg.Origin = AssetCreator.CalculateOrigin(_rightLegs[0]); _rightShoulder.Origin = AssetCreator.CalculateOrigin(_rightShoulders[0]); _wheel.SetTransform(_wheel.Position, 120f * Settings.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 1); CreateLeg(world, 1f, wheelAnchor, 1); _wheel.SetTransform(_wheel.Position, -120f * Settings.Pi / 180f); CreateLeg(world, -1f, wheelAnchor, 2); CreateLeg(world, 1f, wheelAnchor, 2); }