mirror of https://github.com/axmolengine/axmol.git
228 lines
6.3 KiB
C
228 lines
6.3 KiB
C
/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include "chipmunk.h"
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#include "drawSpace.h"
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#include "ChipmunkDemo.h"
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static cpSpace *space;
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static cpBody *staticBody;
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typedef struct PlayerStruct {
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cpFloat u;
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cpShape *shape;
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cpVect groundNormal;
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cpArray *groundShapes;
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} PlayerStruct;
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PlayerStruct playerInstance;
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static int
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begin(cpArbiter *arb, cpSpace *space, void *ignore)
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{
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CP_ARBITER_GET_SHAPES(arb, a, b);
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PlayerStruct *player = (PlayerStruct*)(a->data);
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cpVect n = cpvneg(cpArbiterGetNormal(arb, 0));
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if(n.y > 0.0f){
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cpArrayPush(player->groundShapes, b);
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}
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return 1;
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}
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static int
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preSolve(cpArbiter *arb, cpSpace *space, void *ignore)
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{
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CP_ARBITER_GET_SHAPES(arb, a, b);
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PlayerStruct *player = (PlayerStruct*)(a->data);
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if(arb->stamp > 0){
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a->u = player->u;
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// pick the most upright jump normal each frame
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cpVect n = cpvneg(cpArbiterGetNormal(arb, 0));
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if(n.y >= player->groundNormal.y){
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player->groundNormal = n;
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}
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}
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return 1;
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}
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static void
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separate(cpArbiter *arb, cpSpace *space, void *ignore)
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{
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CP_ARBITER_GET_SHAPES(arb, a, b);
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PlayerStruct *player = (PlayerStruct*)(a->data);
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cpArrayDeleteObj(player->groundShapes, b);
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if(player->groundShapes->num == 0){
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a->u = 0.0f;
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}
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}
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static void
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playerUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
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{
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cpBodyUpdateVelocity(body, gravity, damping, dt);
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body->v.y = cpfmax(body->v.y, -700);
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body->v.x = cpfclamp(body->v.x, -400, 400);
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}
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static void
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update(int ticks)
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{
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static int lastJumpState = 0;
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int jumpState = (arrowDirection.y > 0.0f);
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cpVect groundNormal = playerInstance.groundNormal;
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if(groundNormal.y > 0.0f){
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playerInstance.shape->surface_v = cpvmult(cpvperp(groundNormal), 400.0f*arrowDirection.x);
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} else {
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playerInstance.shape->surface_v = cpvzero;
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}
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cpBody *body = playerInstance.shape->body;
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// apply jump
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if(jumpState && !lastJumpState && cpvlengthsq(groundNormal)){
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// body->v = cpvmult(cpvslerp(groundNormal, cpv(0.0f, 1.0f), 0.5f), 500.0f);
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body->v = cpvadd(body->v, cpvmult(cpvslerp(groundNormal, cpv(0.0f, 1.0f), 0.75f), 500.0f));
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}
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if(playerInstance.groundShapes->num == 0){
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cpFloat air_accel = body->v.x + arrowDirection.x*(2000.0f);
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body->f.x = body->m*air_accel;
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// body->v.x = cpflerpconst(body->v.x, 400.0f*arrowDirection.x, 2000.0f/60.0f);
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}
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int steps = 3;
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cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
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playerInstance.groundNormal = cpvzero;
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for(int i=0; i<steps; i++){
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cpSpaceStep(space, dt);
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}
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lastJumpState = jumpState;
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}
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static cpSpace *
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init(void)
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{
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staticBody = cpBodyNew(INFINITY, INFINITY);
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cpResetShapeIdCounter();
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space = cpSpaceNew();
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space->iterations = 10;
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space->gravity = cpv(0, -1500);
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cpBody *body;
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cpShape *shape;
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// Create segments around the edge of the screen.
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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shape->collision_type = 2;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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shape->collision_type = 2;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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shape->collision_type = 2;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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shape->collision_type = 2;
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// add some other segments to play with
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-220,-200), cpv(-220,240), 0.0f));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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shape->collision_type = 2;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(0,-240), cpv(320,-200), 0.0f));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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shape->collision_type = 2;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(200,-240), cpv(320,-100), 0.0f));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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shape->collision_type = 2;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-220,-80), cpv(200,-80), 0.0f));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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shape->collision_type = 2;
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// Set up the player
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cpFloat radius = 15.0f;
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body = cpSpaceAddBody(space, cpBodyNew(10.0f, INFINITY));
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body->p = cpv(0, -220);
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body->velocity_func = playerUpdateVelocity;
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shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero));
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shape->e = 0.0f; shape->u = 2.0f;
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shape->collision_type = 1;
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playerInstance.u = shape->u;
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playerInstance.shape = shape;
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playerInstance.groundShapes = cpArrayNew(0);
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shape->data = &playerInstance;
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cpSpaceAddCollisionHandler(space, 1, 2, begin, preSolve, NULL, separate, NULL);
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return space;
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}
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static void
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destroy(void)
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{
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cpBodyFree(staticBody);
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cpSpaceFreeChildren(space);
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cpSpaceFree(space);
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cpArrayFree(playerInstance.groundShapes);
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}
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chipmunkDemo Player = {
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"Player",
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NULL,
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init,
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update,
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destroy,
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};
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