/* * Copyright (c) 2006-2010 Erin Catto http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef PINBALL_H #define PINBALL_H /// This tests bullet collision and provides an example of a gameplay scenario. /// This also uses a loop shape. class Pinball : public Test { public: Pinball() { // Ground body b2Body* ground = NULL; { b2BodyDef bd; ground = m_world->CreateBody(&bd); b2Vec2 vs[5]; vs[0].Set(0.0f, -2.0f); vs[1].Set(8.0f, 6.0f); vs[2].Set(8.0f, 20.0f); vs[3].Set(-8.0f, 20.0f); vs[4].Set(-8.0f, 6.0f); b2ChainShape loop; loop.CreateLoop(vs, 5); b2FixtureDef fd; fd.shape = &loop; fd.density = 0.0f; ground->CreateFixture(&fd); } // Flippers { b2Vec2 p1(-2.0f, 0.0f), p2(2.0f, 0.0f); b2BodyDef bd; bd.type = b2_dynamicBody; bd.position = p1; b2Body* leftFlipper = m_world->CreateBody(&bd); bd.position = p2; b2Body* rightFlipper = m_world->CreateBody(&bd); b2PolygonShape box; box.SetAsBox(1.75f, 0.1f); b2FixtureDef fd; fd.shape = &box; fd.density = 1.0f; leftFlipper->CreateFixture(&fd); rightFlipper->CreateFixture(&fd); b2RevoluteJointDef jd; jd.bodyA = ground; jd.localAnchorB.SetZero(); jd.enableMotor = true; jd.maxMotorTorque = 1000.0f; jd.enableLimit = true; jd.motorSpeed = 0.0f; jd.localAnchorA = p1; jd.bodyB = leftFlipper; jd.lowerAngle = -30.0f * b2_pi / 180.0f; jd.upperAngle = 5.0f * b2_pi / 180.0f; m_leftJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd); jd.motorSpeed = 0.0f; jd.localAnchorA = p2; jd.bodyB = rightFlipper; jd.lowerAngle = -5.0f * b2_pi / 180.0f; jd.upperAngle = 30.0f * b2_pi / 180.0f; m_rightJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd); } // Circle character { b2BodyDef bd; bd.position.Set(1.0f, 15.0f); bd.type = b2_dynamicBody; bd.bullet = true; m_ball = m_world->CreateBody(&bd); b2CircleShape shape; shape.m_radius = 0.2f; b2FixtureDef fd; fd.shape = &shape; fd.density = 1.0f; m_ball->CreateFixture(&fd); } m_button = false; } void Step(Settings* settings) { if (m_button) { m_leftJoint->SetMotorSpeed(20.0f); m_rightJoint->SetMotorSpeed(-20.0f); } else { m_leftJoint->SetMotorSpeed(-10.0f); m_rightJoint->SetMotorSpeed(10.0f); } Test::Step(settings); m_debugDraw.DrawString(5, m_textLine, "Press 'a' to control the flippers"); m_textLine += 15; } void Keyboard(unsigned char key) { switch (key) { case 'a': case 'A': m_button = true; break; } } void KeyboardUp(unsigned char key) { switch (key) { case 'a': case 'A': m_button = false; break; } } static Test* Create() { return new Pinball; } b2RevoluteJoint* m_leftJoint; b2RevoluteJoint* m_rightJoint; b2Body* m_ball; bool m_button; }; #endif