Mercurial > projects > chipmunkd
comparison trunk/tests/ChipmunkDemos/samples/Player.d @ 16:af2f61a96318
ported chipmunk demos
author | Extrawurst |
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date | Sat, 04 Dec 2010 02:02:29 +0100 |
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15:df4ebc8add66 | 16:af2f61a96318 |
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1 | |
2 // written in the D programming language | |
3 | |
4 module samples.Player; | |
5 | |
6 import chipmunkd.chipmunk; | |
7 | |
8 import samples.ChipmunkDemo; | |
9 | |
10 import gameApp; | |
11 | |
12 static cpSpace *space; | |
13 | |
14 struct PlayerStruct { | |
15 cpFloat u; | |
16 cpShape *shape; | |
17 cpVect groundNormal; | |
18 cpArray *groundShapes; | |
19 } | |
20 | |
21 PlayerStruct playerInstance; | |
22 | |
23 static cpBool | |
24 begin(cpArbiter *arb, cpSpace *space, void *ignore) | |
25 { | |
26 mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); | |
27 PlayerStruct *player = cast(PlayerStruct *)a.data; | |
28 | |
29 cpVect n = cpvneg(cpArbiterGetNormal(arb, 0)); | |
30 if(n.y > 0.0f){ | |
31 cpArrayPush(player.groundShapes, b); | |
32 } | |
33 | |
34 return cpTrue; | |
35 } | |
36 | |
37 static cpBool | |
38 preSolve(cpArbiter *arb, cpSpace *space, void *ignore) | |
39 { | |
40 mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); | |
41 PlayerStruct *player = cast(PlayerStruct *)a.data; | |
42 | |
43 if(cpArbiterIsFirstContact(arb)){ | |
44 a.u = player.u; | |
45 | |
46 // pick the most upright jump normal each frame | |
47 cpVect n = cpvneg(cpArbiterGetNormal(arb, 0)); | |
48 if(n.y >= player.groundNormal.y){ | |
49 player.groundNormal = n; | |
50 } | |
51 } | |
52 | |
53 return cpTrue; | |
54 } | |
55 | |
56 static void | |
57 separate(cpArbiter *arb, cpSpace *space, void *ignore) | |
58 { | |
59 mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); | |
60 PlayerStruct *player = cast(PlayerStruct *)a.data; | |
61 | |
62 cpArrayDeleteObj(player.groundShapes, b); | |
63 | |
64 if(player.groundShapes.num == 0){ | |
65 a.u = 0.0f; | |
66 player.groundNormal = cpvzero; | |
67 } | |
68 } | |
69 | |
70 static void | |
71 playerUpdateVelocity(cpBody *_body, cpVect gravity, cpFloat damping, cpFloat dt) | |
72 { | |
73 cpBodyUpdateVelocity(_body, gravity, damping, dt); | |
74 _body.v.y = cpfmax(_body.v.y, -700); | |
75 _body.v.x = cpfclamp(_body.v.x, -400, 400); | |
76 } | |
77 | |
78 | |
79 static void | |
80 update(int ticks) | |
81 { | |
82 static int lastJumpState = 0; | |
83 int jumpState = (arrowDirection.y > 0.0f); | |
84 | |
85 cpBody *_body = playerInstance.shape._body; | |
86 | |
87 cpVect groundNormal = playerInstance.groundNormal; | |
88 if(groundNormal.y > 0.0f){ | |
89 playerInstance.shape.surface_v = cpvmult(cpvperp(groundNormal), 400.0f*arrowDirection.x); | |
90 if(arrowDirection.x) cpBodyActivate(_body); | |
91 } else { | |
92 playerInstance.shape.surface_v = cpvzero; | |
93 } | |
94 | |
95 // apply jump | |
96 if(jumpState && !lastJumpState && cpvlengthsq(groundNormal)){ | |
97 // body.v = cpvmult(cpvslerp(groundNormal, cpv(0.0f, 1.0f), 0.5f), 500.0f); | |
98 _body.v = cpvadd(_body.v, cpvmult(cpvslerp(groundNormal, cpv(0.0f, 1.0f), 0.75f), 500.0f)); | |
99 cpBodyActivate(_body); | |
100 } | |
101 | |
102 if(playerInstance.groundShapes.num == 0){ | |
103 cpFloat air_accel = _body.v.x + arrowDirection.x*(2000.0f); | |
104 _body.f.x = _body.m*air_accel; | |
105 // body.v.x = cpflerpconst(body.v.x, 400.0f*arrowDirection.x, 2000.0f/60.0f); | |
106 } | |
107 | |
108 enum int steps = 3; | |
109 enum cpFloat dt = 1.0f/60.0f/cast(cpFloat)steps; | |
110 | |
111 for(int i=0; i<steps; i++){ | |
112 cpSpaceStep(space, dt); | |
113 } | |
114 | |
115 lastJumpState = jumpState; | |
116 } | |
117 | |
118 static cpSpace * | |
119 init() | |
120 { | |
121 cpResetShapeIdCounter(); | |
122 | |
123 space = cpSpaceNew(); | |
124 space.iterations = 10; | |
125 space.gravity = cpv(0, -1500); | |
126 | |
127 cpBody *_body; | |
128 cpBody *staticBody = &space.staticBody; | |
129 cpShape *shape; | |
130 | |
131 // Create segments around the edge of the screen. | |
132 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f)); | |
133 shape.e = 1.0f; shape.u = 1.0f; | |
134 shape.layers = NOT_GRABABLE_MASK; | |
135 shape.collision_type = 2; | |
136 | |
137 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f)); | |
138 shape.e = 1.0f; shape.u = 1.0f; | |
139 shape.layers = NOT_GRABABLE_MASK; | |
140 shape.collision_type = 2; | |
141 | |
142 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); | |
143 shape.e = 1.0f; shape.u = 1.0f; | |
144 shape.layers = NOT_GRABABLE_MASK; | |
145 shape.collision_type = 2; | |
146 | |
147 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f)); | |
148 shape.e = 1.0f; shape.u = 1.0f; | |
149 shape.layers = NOT_GRABABLE_MASK; | |
150 shape.collision_type = 2; | |
151 | |
152 // add some other segments to play with | |
153 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-220,-200), cpv(-220,240), 0.0f)); | |
154 shape.e = 1.0f; shape.u = 1.0f; | |
155 shape.layers = NOT_GRABABLE_MASK; | |
156 shape.collision_type = 2; | |
157 | |
158 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(0,-240), cpv(320,-200), 0.0f)); | |
159 shape.e = 1.0f; shape.u = 1.0f; | |
160 shape.layers = NOT_GRABABLE_MASK; | |
161 shape.collision_type = 2; | |
162 | |
163 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(200,-240), cpv(320,-100), 0.0f)); | |
164 shape.e = 1.0f; shape.u = 1.0f; | |
165 shape.layers = NOT_GRABABLE_MASK; | |
166 shape.collision_type = 2; | |
167 | |
168 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-220,-80), cpv(200,-80), 0.0f)); | |
169 shape.e = 1.0f; shape.u = 1.0f; | |
170 shape.layers = NOT_GRABABLE_MASK; | |
171 shape.collision_type = 2; | |
172 | |
173 // Set up the player | |
174 cpFloat radius = 15.0f; | |
175 _body = cpSpaceAddBody(space, cpBodyNew(10.0f, INFINITY)); | |
176 _body.p = cpv(0, -220); | |
177 _body.velocity_func = &playerUpdateVelocity; | |
178 | |
179 shape = cpSpaceAddShape(space, cpCircleShapeNew(_body, radius, cpvzero)); | |
180 shape.e = 0.0f; shape.u = 2.0f; | |
181 shape.collision_type = 1; | |
182 | |
183 playerInstance.u = shape.u; | |
184 playerInstance.shape = shape; | |
185 playerInstance.groundShapes = cpArrayNew(0); | |
186 shape.data = &playerInstance; | |
187 | |
188 cpSpaceAddCollisionHandler(space, 1, 2, &begin, &preSolve, null, &separate, null); | |
189 | |
190 return space; | |
191 } | |
192 | |
193 static void | |
194 destroy() | |
195 { | |
196 cpSpaceFreeChildren(space); | |
197 cpSpaceFree(space); | |
198 | |
199 cpArrayFree(playerInstance.groundShapes); | |
200 } | |
201 | |
202 chipmunkDemo Player = { | |
203 "Player", | |
204 null, | |
205 &init, | |
206 &update, | |
207 &destroy, | |
208 }; |