Beispiel #1
0
func NewPhysicsCircle(static bool) *Physics {
	var body *chipmunk.Body
	shape := chipmunk.NewCircle(vect.Vector_Zero, 1)
	if static {
		body = chipmunk.NewBodyStatic()
	} else {
		body = chipmunk.NewBody(1, shape.ShapeClass.Moment(1))
	}

	p := &Physics{BaseComponent: NewComponent(), Body: body, Box: shape.GetAsBox(), Shape: shape}
	body.AddShape(shape)
	return p
}
Beispiel #2
0
func addBall() {
	x := rand.Intn(350-115) + 115
	ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius))
	ball.SetElasticity(0.95)

	body := chipmunk.NewBody(vect.Float(ballMass), ball.Moment(float32(ballMass)))
	body.SetPosition(vect.Vect{vect.Float(x), 600.0})
	body.SetAngle(vect.Float(rand.Float32() * 2 * math.Pi))

	body.AddShape(ball)
	space.AddBody(body)
	balls = append(balls, ball)
}
Beispiel #3
0
func (cc *CharacterController) Update() {
	if cc.HitPoints <= 0 {
		//log.Printf("Character Dead, pid=%d", cc.PlayerID)
		if !cc.deathState {
			cc.deathState = true
			PlayDeath := PacketCharacterState{cc.GameObject().GOID, CS_Death}
			cc.Game.Broadcast2AllPlayersTCP(PlayDeath)
		}

		if cc.reviveTimer < (float32)(ReviveTimer) {
			cc.reviveTimer += FixedTimeStep
			return
		} else {
			cc.reviveTimer = 0
			cc.Revive()
		}
	}

	if cc.Input.Space == 1 && cc.Input.Space != cc.Input.lastSpaceState {
		//broadcast attack state
		PlayAttack := PacketCharacterState{cc.GameObject().GOID, CS_Attack}
		cc.Game.Broadcast2OtherTCP(PlayAttack, cc.PlayerID, false)

		attack := NewGameObject("attack")
		physics := attack.AddComponent(NewPhysicsShape(false, cc.Physics.Space, chipmunk.NewCircle(vect.Vector_Zero, float32(0.15)))).(*Physics)
		physics.Shape.IsSensor = true
		physics.Body.IgnoreGravity = true

		var v Vector = cc.Transform().Position()
		if cc.Transform().Rotation().Y == 0 { // l = 180 r =0
			v.X += 0.06
		} else {
			v.X -= 0.06
		}
		attack.Transform().SetPosition(v)
		attack.AddComponent(NewProjectile(cc, physics, 0.1))
		cc.Game.AddGameObject(attack)
	}

	cc.Input.lastSpaceState = cc.Input.Space

	switch cc.Direction.Y {
	case 1:
		{
			//if cc.Ground != nil && cc.Physics.Body.Velocity().Y <= 0 {
			//	cc.Velocity.Y = 5
			//}
			if cc.Ground != nil && cc.Physics.Body.Velocity().Y == 0 {
				cc.Physics.Body.AddForce(0, 325)
			}
		}
	case -1:
		{
			if cc.Ground != nil && cc.Ground.GameObject().Name()[0:3] == "pla" {

				//log.Printf("s")
			}
		}
	}
	var maxInertion float32 = MaxInertion // MaxShiftInertion
	if cc.Input.Shift == 1 {
		maxInertion = MaxShiftInertion
	}

	switch cc.Direction.X {
	case 1:
		{
			if cc.inertion < maxInertion {
				cc.inertion++
			}

			if cc.Input.Shift == 0 && cc.inertion > maxInertion {
				cc.inertion--
			}
		}
	case -1:
		{
			if cc.inertion > -maxInertion {
				cc.inertion--
			}
			if cc.Input.Shift == 0 && cc.inertion < -maxInertion {
				cc.inertion++
			}
		}

	default:
		{
			if cc.inertion != 0 {
				if cc.inertion > 0 {
					cc.inertion--
				} else {
					cc.inertion++
				}
			}
		}
	}

	cc.Velocity.X = MoveSpeed * cc.inertion * FixedTimeStep

	cc.Physics.Body.SetVelocityX(cc.Velocity.X)
	//cc.Physics.Body.SetVelocity(cc.Velocity.X, cc.Velocity.Y)

	s := cc.Transform().Rotation()
	if cc.Direction.X < 0 && s.Y != 180 {
		s.Y = 180
	} else if cc.Direction.X > 0 && s.Y != 0 {
		s.Y = 0
	}
	cc.Transform().SetRotation(s)
}