mirror of https://github.com/axmolengine/axmol.git
178 lines
5.5 KiB
C
178 lines
5.5 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 "chipmunk/chipmunk_private.h"
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#include "ChipmunkDemo.h"
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#define PLAYER_VELOCITY 500.0
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#define PLAYER_GROUND_ACCEL_TIME 0.1
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#define PLAYER_GROUND_ACCEL (PLAYER_VELOCITY / PLAYER_GROUND_ACCEL_TIME)
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#define PLAYER_AIR_ACCEL_TIME 0.25
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#define PLAYER_AIR_ACCEL (PLAYER_VELOCITY / PLAYER_AIR_ACCEL_TIME)
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#define JUMP_HEIGHT 50.0
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#define JUMP_BOOST_HEIGHT 55.0
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#define FALL_VELOCITY 900.0
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#define GRAVITY 2000.0
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static cpBody* playerBody = NULL;
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static cpShape* playerShape = NULL;
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static cpFloat remainingBoost = 0;
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static cpBool grounded = cpFalse;
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static cpBool lastJumpState = cpFalse;
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static void SelectPlayerGroundNormal(cpBody* body, cpArbiter* arb, cpVect* groundNormal) {
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cpVect n = cpvneg(cpArbiterGetNormal(arb));
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if (n.y > groundNormal->y) {
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(*groundNormal) = n;
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}
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}
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static void playerUpdateVelocity(cpBody* body, cpVect gravity, cpFloat damping, cpFloat dt) {
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int jumpState = (ChipmunkDemoKeyboard.y > 0.0f);
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// Grab the grounding normal from last frame
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cpVect groundNormal = cpvzero;
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cpBodyEachArbiter(playerBody, (cpBodyArbiterIteratorFunc)SelectPlayerGroundNormal, &groundNormal);
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grounded = (groundNormal.y > 0.0);
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if (groundNormal.y < 0.0f)
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remainingBoost = 0.0f;
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// Do a normal-ish update
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cpBool boost = (jumpState && remainingBoost > 0.0f);
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cpVect g = (boost ? cpvzero : gravity);
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cpBodyUpdateVelocity(body, g, damping, dt);
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// Target horizontal speed for air/ground control
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cpFloat target_vx = PLAYER_VELOCITY * ChipmunkDemoKeyboard.x;
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// Update the surface velocity and friction
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// Note that the "feet" move in the opposite direction of the player.
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cpVect surface_v = cpv(-target_vx, 0.0);
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playerShape->surfaceV = surface_v;
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playerShape->u = (grounded ? PLAYER_GROUND_ACCEL / GRAVITY : 0.0);
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// Apply air control if not grounded
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if (!grounded) {
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// Smoothly accelerate the velocity
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playerBody->v.x = cpflerpconst(playerBody->v.x, target_vx, PLAYER_AIR_ACCEL * dt);
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}
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body->v.y = cpfclamp(body->v.y, -FALL_VELOCITY, INFINITY);
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}
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static void update(cpSpace* space, double dt) {
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int jumpState = (ChipmunkDemoKeyboard.y > 0.0f);
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// If the jump key was just pressed this frame, jump!
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if (jumpState && !lastJumpState && grounded) {
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cpFloat jump_v = cpfsqrt(2.0 * JUMP_HEIGHT * GRAVITY);
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playerBody->v = cpvadd(playerBody->v, cpv(0.0, jump_v));
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remainingBoost = JUMP_BOOST_HEIGHT / jump_v;
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}
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// Step the space
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cpSpaceStep(space, dt);
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remainingBoost -= dt;
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lastJumpState = jumpState;
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}
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static cpSpace* init(void) {
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cpSpace* space = cpSpaceNew();
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space->iterations = 10;
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space->gravity = cpv(0, -GRAVITY);
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// space->sleepTimeThreshold = 1000;
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cpBody* body, * staticBody = cpSpaceGetStaticBody(space);
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cpShape* shape;
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// Create segments around the edge of the screen.
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320, -240), cpv(-320, 240), 0.0f));
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shape->e = 1.0f;
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shape->u = 1.0f;
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cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320, -240), cpv(320, 240), 0.0f));
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shape->e = 1.0f;
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shape->u = 1.0f;
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cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320, -240), cpv(320, -240), 0.0f));
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shape->e = 1.0f;
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shape->u = 1.0f;
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cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320, 240), cpv(320, 240), 0.0f));
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shape->e = 1.0f;
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shape->u = 1.0f;
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cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
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// Set up the player
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body = cpSpaceAddBody(space, cpBodyNew(1.0f, INFINITY));
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body->p = cpv(0, -200);
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body->velocity_func = playerUpdateVelocity;
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playerBody = body;
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shape = cpSpaceAddShape(space, cpBoxShapeNew2(body, cpBBNew(-15.0, -27.5, 15.0, 27.5), 1.0));
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// shape = cpSpaceAddShape(space, cpSegmentShapeNew(playerBody, cpvzero, cpv(0, radius), radius));
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shape->e = 0.0f;
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shape->u = 0.0f;
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shape->type = 1;
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playerShape = shape;
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// Add some boxes to jump on
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for (int i = 0; i < 6; i++) {
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for (int j = 0; j < 3; j++) {
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body = cpSpaceAddBody(space, cpBodyNew(4.0f, INFINITY));
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body->p = cpv(100 + j * 60, -200 + i * 60);
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shape = cpSpaceAddShape(space, cpBoxShapeNew(body, 50, 50, 0.0));
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shape->e = 0.0f;
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shape->u = 0.7f;
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}
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}
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return space;
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}
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static void destroy(cpSpace* space) {
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ChipmunkDemoFreeSpaceChildren(space);
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cpSpaceFree(space);
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}
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ChipmunkDemo PlatformerPlayer = {
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"Platformer Player Controls",
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1.0 / 180.0,
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init,
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update,
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ChipmunkDemoDefaultDrawImpl,
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destroy,
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};
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