public Test() { m_destructionListener = new DestructionListener(); m_debugDraw = new CCBox2dDraw("fonts/arial-12"); 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); }
public StarlingGameSpriteWithPhysics() { sessionid = random.Next(); //b2Body ground_current = null; //b2Body air_current = null; #region ground_b2world // first frame ... set up our physccs // zombies!! ground_b2world = new b2World(new b2Vec2(0, 0), false); ground_b2world.SetContactListener( new XContactListener() ); var ground_b2debugDraw = new b2DebugDraw(); ground_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite(); ground_dd.transform.colorTransform = new ColorTransform(0.0, 0, 1.0); ground_b2debugDraw.SetSprite(ground_dd); // textures are 512 pixels, while our svgs are 400px // so how big is a meter in our game world? :) ground_b2debugDraw.SetDrawScale(16); ground_b2debugDraw.SetFillAlpha(0.1); ground_b2debugDraw.SetLineThickness(1.0); ground_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit); ground_b2world.SetDebugDraw(ground_b2debugDraw); #endregion #region groundkarma_b2world // first frame ... set up our physccs // zombies!! groundkarma_b2world = new b2World(new b2Vec2(0, 0), false); var groundkarma_b2debugDraw = new b2DebugDraw(); groundkarma_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite(); groundkarma_dd.transform.colorTransform = new ColorTransform(0.0, 1.0, 0.0); groundkarma_b2debugDraw.SetSprite(groundkarma_dd); // textures are 512 pixels, while our svgs are 400px // so how big is a meter in our game world? :) groundkarma_b2debugDraw.SetDrawScale(16); groundkarma_b2debugDraw.SetFillAlpha(0.1); groundkarma_b2debugDraw.SetLineThickness(1.0); groundkarma_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit); groundkarma_b2world.SetDebugDraw(groundkarma_b2debugDraw); #endregion #region air_b2world // first frame ... set up our physccs // zombies!! air_b2world = new b2World(new b2Vec2(0, 0), false); var air_b2debugDraw = new b2DebugDraw(); air_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite(); // make it red! air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0); // make it slave air_dd.alpha = 0.3; air_b2debugDraw.SetSprite(air_dd); // textures are 512 pixels, while our svgs are 400px // so how big is a meter in our game world? :) air_b2debugDraw.SetDrawScale(16); air_b2debugDraw.SetFillAlpha(0.1); air_b2debugDraw.SetLineThickness(1.0); air_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit); air_b2world.SetDebugDraw(air_b2debugDraw); #endregion #region damage_b2world // first frame ... set up our physccs // zombies!! damage_b2world = new b2World(new b2Vec2(0, 0), false); damage_b2world.SetContactListener( new XContactListener { DiscardSmallImpulse = false } ); var damage_b2debugDraw = new b2DebugDraw(); damage_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite(); // make it red! //air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0); // make it slave damage_dd.alpha = 0.3; damage_b2debugDraw.SetSprite(air_dd); // textures are 512 pixels, while our svgs are 400px // so how big is a meter in our game world? :) damage_b2debugDraw.SetDrawScale(16); damage_b2debugDraw.SetFillAlpha(0.1); damage_b2debugDraw.SetLineThickness(1.0); damage_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit); damage_b2world.SetDebugDraw(damage_b2debugDraw); #endregion #region smoke_b2world // first frame ... set up our physccs // zombies!! smoke_b2world = new b2World(new b2Vec2(0, 0), false); var smoke_b2debugDraw = new b2DebugDraw(); smoke_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite(); // make it red! //air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0); // make it slave smoke_dd.alpha = 0.3; smoke_b2debugDraw.SetSprite(air_dd); // textures are 512 pixels, while our svgs are 400px // so how big is a meter in our game world? :) smoke_b2debugDraw.SetDrawScale(16); smoke_b2debugDraw.SetFillAlpha(0.1); smoke_b2debugDraw.SetLineThickness(1.0); smoke_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit); smoke_b2world.SetDebugDraw(smoke_b2debugDraw); #endregion //#region obstacles //{ // var bodyDef = new b2BodyDef(); // bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; // // stop moving if legs stop walking! // bodyDef.linearDamping = 10.0; // bodyDef.angularDamping = 0.3; // //bodyDef.angle = 1.57079633; // bodyDef.fixedRotation = true; // var body = air_b2world.CreateBody(bodyDef); // body.SetPosition(new b2Vec2(10, 10)); // var fixDef = new Box2D.Dynamics.b2FixtureDef(); // fixDef.density = 0.1; // fixDef.friction = 0.01; // fixDef.restitution = 0; // fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4); // var fix = body.CreateFixture(fixDef); // body.SetPosition( // new b2Vec2(-8, 0) // ); //} //{ // var bodyDef = new b2BodyDef(); // bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; // // stop moving if legs stop walking! // bodyDef.linearDamping = 10.0; // bodyDef.angularDamping = 0.3; // //bodyDef.angle = 1.57079633; // bodyDef.fixedRotation = true; // var body = ground_b2world.CreateBody(bodyDef); // body.SetPosition(new b2Vec2(10, 10)); // var fixDef = new Box2D.Dynamics.b2FixtureDef(); // fixDef.density = 0.1; // fixDef.friction = 0.01; // fixDef.restitution = 0; // fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4); // var fix = body.CreateFixture(fixDef); // body.SetPosition( // new b2Vec2(8, -8) // ); //} //{ // var bodyDef = new b2BodyDef(); // bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; // // stop moving if legs stop walking! // bodyDef.linearDamping = 10.0; // bodyDef.angularDamping = 0.3; // //bodyDef.angle = 1.57079633; // bodyDef.fixedRotation = true; // var body = groundkarma_b2world.CreateBody(bodyDef); // body.SetPosition(new b2Vec2(10, 10)); // var fixDef = new Box2D.Dynamics.b2FixtureDef(); // fixDef.density = 0.1; // fixDef.friction = 0.01; // fixDef.restitution = 0; // fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4); // var fix = body.CreateFixture(fixDef); // body.SetPosition( // new b2Vec2(8, 8) // ); //} //#endregion physicstime.Start(); this.onbeforefirstframe += (stage, s) => { if (!disablephysicsdiagnostics) { s.nativeOverlay.addChild(ground_dd); s.nativeOverlay.addChild(groundkarma_dd); s.nativeOverlay.addChild(air_dd); s.nativeOverlay.addChild(damage_dd); } // 1000 / 15 var syncframeinterval = 1000 / 15; var syncframesince = 0L; var syncframeextra = 0L; // NaN ? syncframeid = 0; syncframetime = 0; var prevvelocity = 0.0; onframe += delegate { // drop frames //if (frameid % 2 == 0) // return; var physicstime_elapsed = physicstime.ElapsedMilliseconds + syncframeextra; syncframeextra = 0; // physicstime_elapsed needs to be split! var physicstime_elapsed_PRE = physicstime_elapsed; physicstime.Restart(); // add up the time we are spending syncframesince += physicstime_elapsed; #region raise_onsyncframe var raise_onsyncframe = false; // time for sync frame yet? if (syncframesince >= syncframeinterval) { // time for syncframe! raise_onsyncframe = true; // does it actually help us? disabled for now var dx = syncframesince - syncframeinterval; syncframesince = 0; // Error: raise_onsyncframe: { physicstime_elapsed_PRE = 275, dx = 75, physicstime_elapsed_POST = 0 } physicstime_elapsed_PRE -= dx; syncframeextra += dx; // dropping frames? //syncframeextra = Math.Min(syncframeextra, syncframeinterval); } #endregion var iterations = 10; syncframetime += physicstime_elapsed_PRE; #region PRE Step //update physics world ground_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations); groundkarma_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations); air_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations); damage_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations); smoke_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations); #endregion ground_b2world.ClearForces(); groundkarma_b2world.ClearForces(); air_b2world.ClearForces(); damage_b2world.ClearForces(); smoke_b2world.ClearForces(); #region DrawDebugData ClearForces if (!disablephysicsdiagnostics) { ground_b2world.DrawDebugData(); groundkarma_b2world.DrawDebugData(); air_b2world.DrawDebugData(); damage_b2world.DrawDebugData(); smoke_b2world.DrawDebugData(); } #endregion // syncframe if (raise_onsyncframe) { syncframeid++; this.onsyncframe(stage, s); foreach (var item in units) { item.FeedKarma(); } } #region air_dd vs ground_dd if (current != null) { if (current.body.GetWorld() == air_b2world) { air_dd.alpha = 0.6; ground_dd.alpha = 0.1; } else { air_dd.alpha = 0.1; ground_dd.alpha = 0.6; } } #endregion #region DisableDefaultContentDransformation DisableDefaultContentDransformation = true; { var cm = new Matrix(); var any_movement = 0.0; if (current != null) { cm.translate( -(current.body.GetPosition().x * 16), -(current.body.GetPosition().y * 16) ); cm.rotate(-current.body.GetAngle() - Math.PI / 2 + current.CameraRotation); if (current.body.GetType() == Box2D.Dynamics.b2Body.b2_dynamicBody) { any_movement = ( current.body.GetLinearVelocity().Length() + Math.Abs(current.body.GetAngularVelocity()) ) / 15.0; } else { // force movement mode in a building any_movement = 1.0; } } //cm.rotate(-current.GetAngle()); move_zoom += (any_movement - 0.5) * physicstime_elapsed * 0.004; move_zoom = move_zoom.Max(0.0).Min(1.0); var xinternalscale = internalscale; if (disable_movezoom_and_altitude_for_scale) { // nop } else { xinternalscale += +0.20 * (1.0 - current.Altitude) + ((1.0 - move_zoom) * 0.04); } var diagonal = new __vec2 { x = stage.stageWidth, y = stage.stageHeight }; //stagescale = xinternalscale * (stage.stageWidth) / (800.0); stagescale = xinternalscale * (diagonal.GetLength()) / (1000.0); cm.scale(stagescale, stagescale); cm.translate( (stage.stageWidth * 0.5), (stage.stageHeight * internal_center_y) ); Content.transformationMatrix = cm; ground_dd.transform.matrix = cm; groundkarma_dd.transform.matrix = cm; air_dd.transform.matrix = cm; damage_dd.transform.matrix = cm; } #endregion foreach (var item in units) { item.ShowPositionAndAngle(); #region driverseat if (item.driverseat != null) { if (item.driverseat.driver != null) { var driver = item.driverseat.driver; driver.SetPositionAndAngle( item.body.GetPosition().x + Math.Cos(item.body.GetAngle() - Math.PI * 0.5 - item.CameraRotation) * 2.2, item.body.GetPosition().y + Math.Sin(item.body.GetAngle() - Math.PI * 0.5 - item.CameraRotation) * 2.2 , item.body.GetAngle() - item.CameraRotation ); driver.ShowPositionAndAngle(); } } #endregion item.ApplyVelocity(); } }; }; }
private void InitPhysics() { _gravity = new b2Vec2(0.0f, GRAVITY); _world = new b2World(b2Vec2.Zero); _world.SetAllowSleeping(true); _world.SetContinuousPhysics(true); _contactListener = new ContactListener(this); _world.SetContactListener(_contactListener); var wallDef = new b2BodyDef(); wallDef.allowSleep = true; wallDef.position = b2Vec2.Zero; wallDef.type = b2BodyType.b2_staticBody; //Floor b2Body floorBody = _world.CreateBody(wallDef); floorBody.SetActive(true); b2EdgeShape floorShape = new b2EdgeShape(); floorShape.Set(b2Vec2.Zero, new b2Vec2(_gameWidth / App.PTM_RATIO, 0)); b2FixtureDef floorFixture = new b2FixtureDef(); floorFixture.friction = WALL_FRICTION; floorFixture.restitution = WALL_RECOIL; floorFixture.shape = floorShape; floorBody.CreateFixture(floorFixture); _contactListener.Floor = floorBody; //Left Wall b2Body leftWallBody = _world.CreateBody(wallDef); leftWallBody.SetActive(true); b2EdgeShape leftWallShape = new b2EdgeShape(); //Go up very high so skip PTM_RATIO leftWallShape.Set(b2Vec2.Zero, new b2Vec2(0, _gameHeight)); b2FixtureDef leftWallFixture = new b2FixtureDef(); leftWallFixture.friction = WALL_FRICTION; leftWallFixture.restitution = WALL_RECOIL; leftWallFixture.shape = leftWallShape; leftWallBody.CreateFixture(leftWallFixture); //Right Wall b2Body rightWallBody = _world.CreateBody(wallDef); rightWallBody.SetActive(true); b2EdgeShape rightWallShape = new b2EdgeShape(); //Go up very high so skip PTM_RATIO rightWallShape.Set(new b2Vec2(_gameWidth / App.PTM_RATIO, 0), new b2Vec2(_gameWidth / App.PTM_RATIO, _gameHeight)); b2FixtureDef rightWallFixture = new b2FixtureDef(); rightWallFixture.friction = WALL_FRICTION; rightWallFixture.restitution = WALL_RECOIL; rightWallFixture.shape = rightWallShape; rightWallBody.CreateFixture(rightWallFixture); }