Mercurial > projects > chipmunkd
diff trunk/tests/helloworld.d @ 12:8697699b2c5a
more examples
author | Extrawurst |
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date | Fri, 03 Dec 2010 01:01:39 +0100 |
parents | 427db6df205c |
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--- a/trunk/tests/helloworld.d Fri Dec 03 00:44:36 2010 +0100 +++ b/trunk/tests/helloworld.d Fri Dec 03 01:01:39 2010 +0100 @@ -4,78 +4,19 @@ void main() { - // This allocated internal memory of the engine and must be - // called befor any collision can occur otherwise things get ugly + // init cpInitChipmunk(); - // Create a space, a space is a simulation world. It simulates the motions of rigid bodies, - // handles collisions between them, and simulates the joints between them. cpSpace* space = cpSpaceNew(); - - - // Lets set some parameters of the space: - // More iterations make the simulation more accurate but slower - space.iterations = 10; - // These parameters tune the efficiency of the collision detection. - // For more info: http://code.google.com/p/chipmunk-physics/wiki/cpSpace - cpSpaceResizeStaticHash(space, 30.0f, 1000); - cpSpaceResizeActiveHash(space, 30.0f, 1000); - // Give it some gravity - space.gravity = cpv(0, -1); - - - // Create A ground segment along the bottom of the screen - // By attaching it to &space.staticBody instead of a body, we make it a static shape. - cpShape *ground = cpSegmentShapeNew(&space.staticBody, cpv(-320,-240), cpv(320,-240), 0.0f); - // Set some parameters of the shape. - // For more info: http://code.google.com/p/chipmunk-physics/wiki/cpShape - ground.e = 1.0f; ground.u = 1.0f; - // Add the shape to the space as a static shape - // If a shape never changes position, add it as static so Chipmunk knows it only needs to - // calculate collision information for it once when it is added. - // Do not change the postion of a static shape after adding it. - cpSpaceAddShape(space, ground); + + space.gravity = cpv(0, -1); - // Add a moving circle object. - cpFloat radius = 15.0f; - cpFloat mass = 10.0f; - // This time we need to give a mass and moment of inertia when creating the circle. - cpBody *ballBody = cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero)); - // Set some parameters of the body: - // For more info: http://code.google.com/p/chipmunk-physics/wiki/cpBody - ballBody.p = cpv(0, -100 + radius+50); - ballBody.v = cpv(0, -20); - // Add the body to the space so it will be simulated and move around. - cpSpaceAddBody(space, ballBody); - + // simulate a step + cpSpaceStep(space, 1.0f/60.0f); + + // cheer + writefln("Hello chipmunkd"); - // Add a circle shape for the ball. - // Shapes are always defined relative to the center of - // gravity of the body they are attached to. - // When the body moves or rotates, the shape will move with it. - // Additionally, all of the cpSpaceAdd*() functions return - // the thing they added so you can create and add in one go. - cpShape *ballShape = cpSpaceAddShape(space, cpCircleShapeNew(ballBody, radius, cpvzero)); - ballShape.e = 0.0f; ballShape.u = 0.9f; - - bool finished=false; - while(!finished) - { - // Chipmunk allows you to use a different timestep each frame, - // but it works much better when you use a fixed timestep. - // An excellent article on why fixed timesteps for game logic can - // be found here: http://gafferongames.com/game-physics/fix-your-timestep/ - cpSpaceStep(space, 1.0f/60.0f); - - // print position - writefln("pos %s,%s",ballBody.p.x,ballBody.p.y); - - // stop simulation once the ball touches the ground - finished = (ballBody.p.y < -225); - } - - // free our objects - cpSpaceFreeChildren(space); - // free the space + // cleanup cpSpaceFree(space); } \ No newline at end of file