mirror of https://github.com/axmolengine/axmol.git
166 lines
3.6 KiB
C++
166 lines
3.6 KiB
C++
/*
|
|
* Copyright (c) 2006-2009 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 VERTICAL_STACK_H
|
|
#define VERTICAL_STACK_H
|
|
|
|
class VerticalStack : public Test
|
|
{
|
|
public:
|
|
|
|
enum
|
|
{
|
|
e_columnCount = 5,
|
|
e_rowCount = 16
|
|
//e_columnCount = 1,
|
|
//e_rowCount = 1
|
|
};
|
|
|
|
VerticalStack()
|
|
{
|
|
{
|
|
b2BodyDef bd;
|
|
b2Body* ground = m_world->CreateBody(&bd);
|
|
|
|
b2EdgeShape shape;
|
|
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
|
|
ground->CreateFixture(&shape, 0.0f);
|
|
|
|
shape.Set(b2Vec2(20.0f, 0.0f), b2Vec2(20.0f, 20.0f));
|
|
ground->CreateFixture(&shape, 0.0f);
|
|
}
|
|
|
|
float32 xs[5] = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};
|
|
|
|
for (int32 j = 0; j < e_columnCount; ++j)
|
|
{
|
|
b2PolygonShape shape;
|
|
shape.SetAsBox(0.5f, 0.5f);
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 1.0f;
|
|
fd.friction = 0.3f;
|
|
|
|
for (int i = 0; i < e_rowCount; ++i)
|
|
{
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
|
|
int32 n = j * e_rowCount + i;
|
|
b2Assert(n < e_rowCount * e_columnCount);
|
|
m_indices[n] = n;
|
|
bd.userData = m_indices + n;
|
|
|
|
float32 x = 0.0f;
|
|
//float32 x = RandomFloat(-0.02f, 0.02f);
|
|
//float32 x = i % 2 == 0 ? -0.025f : 0.025f;
|
|
bd.position.Set(xs[j] + x, 0.752f + 1.54f * i);
|
|
b2Body* body = m_world->CreateBody(&bd);
|
|
|
|
m_bodies[n] = body;
|
|
|
|
body->CreateFixture(&fd);
|
|
}
|
|
}
|
|
|
|
m_bullet = NULL;
|
|
}
|
|
|
|
void Keyboard(unsigned char key)
|
|
{
|
|
switch (key)
|
|
{
|
|
case ',':
|
|
if (m_bullet != NULL)
|
|
{
|
|
m_world->DestroyBody(m_bullet);
|
|
m_bullet = NULL;
|
|
}
|
|
|
|
{
|
|
b2CircleShape shape;
|
|
shape.m_radius = 0.25f;
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 20.0f;
|
|
fd.restitution = 0.05f;
|
|
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
bd.bullet = true;
|
|
bd.position.Set(-31.0f, 5.0f);
|
|
|
|
m_bullet = m_world->CreateBody(&bd);
|
|
m_bullet->CreateFixture(&fd);
|
|
|
|
m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Step(Settings* settings)
|
|
{
|
|
Test::Step(settings);
|
|
m_debugDraw.DrawString(5, m_textLine, "Press: (,) to launch a bullet.");
|
|
m_textLine += DRAW_STRING_NEW_LINE;
|
|
|
|
//if (m_stepCount == 300)
|
|
//{
|
|
// if (m_bullet != NULL)
|
|
// {
|
|
// m_world->DestroyBody(m_bullet);
|
|
// m_bullet = NULL;
|
|
// }
|
|
|
|
// {
|
|
// b2CircleShape shape;
|
|
// shape.m_radius = 0.25f;
|
|
|
|
// b2FixtureDef fd;
|
|
// fd.shape = &shape;
|
|
// fd.density = 20.0f;
|
|
// fd.restitution = 0.05f;
|
|
|
|
// b2BodyDef bd;
|
|
// bd.type = b2_dynamicBody;
|
|
// bd.bullet = true;
|
|
// bd.position.Set(-31.0f, 5.0f);
|
|
|
|
// m_bullet = m_world->CreateBody(&bd);
|
|
// m_bullet->CreateFixture(&fd);
|
|
|
|
// m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
|
|
// }
|
|
//}
|
|
}
|
|
|
|
static Test* Create()
|
|
{
|
|
return new VerticalStack;
|
|
}
|
|
|
|
b2Body* m_bullet;
|
|
b2Body* m_bodies[e_rowCount * e_columnCount];
|
|
int32 m_indices[e_rowCount * e_columnCount];
|
|
};
|
|
|
|
#endif
|