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