mirror of https://github.com/axmolengine/axmol.git
121 lines
2.8 KiB
C++
121 lines
2.8 KiB
C++
/*
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* Copyright (c) 2008-2009 Erin Catto http://www.gphysics.com
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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 ONE_SIDED_PLATFORM_H
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#define ONE_SIDED_PLATFORM_H
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class OneSidedPlatform : public Test
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{
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public:
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enum State
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{
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e_unknown,
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e_above,
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e_below,
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};
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OneSidedPlatform()
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{
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// Ground
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{
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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shape.SetAsEdge(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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// Platform
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{
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b2BodyDef bd;
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bd.position.Set(0.0f, 10.0f);
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b2Body* body = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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shape.SetAsBox(3.0f, 0.5f);
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m_platform = body->CreateFixture(&shape, 0.0f);
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m_bottom = 10.0f - 0.5f;
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m_top = 10.0f + 0.5f;
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}
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// Actor
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(0.0f, 12.0f);
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b2Body* body = m_world->CreateBody(&bd);
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m_radius = 0.5f;
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b2CircleShape shape;
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shape.m_radius = m_radius;
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m_character = body->CreateFixture(&shape, 1.0f);
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body->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
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m_state = e_unknown;
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}
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}
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void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
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{
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Test::PreSolve(contact, oldManifold);
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b2Fixture* fixtureA = contact->GetFixtureA();
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b2Fixture* fixtureB = contact->GetFixtureB();
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if (fixtureA != m_platform && fixtureA != m_character)
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{
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return;
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}
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if (fixtureB != m_character && fixtureB != m_character)
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{
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return;
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}
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b2Vec2 position = m_character->GetBody()->GetPosition();
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if (position.y < m_top)
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{
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contact->SetEnabled(false);
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}
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}
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void Step(Settings* settings)
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{
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Test::Step(settings);
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m_debugDraw.DrawString(5, m_textLine, "Press: (c) create a shape, (d) destroy a shape.");
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m_textLine += 15;
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}
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static Test* Create()
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{
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return new OneSidedPlatform;
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}
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float32 m_radius, m_top, m_bottom;
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State m_state;
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b2Fixture* m_platform;
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b2Fixture* m_character;
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};
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#endif
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