Beispiel #1
0
func newBox(width, height float32) *box {
	var err error

	box := new(box)

	// Sound player

	box.player, err = mandala.NewAudioPlayer()
	if err != nil {
		mandala.Fatalf("%s\n", err.Error())
	}

	// Chipmunk body

	box.physicsShape = chipmunk.NewBox(
		vect.Vect{0, 0},
		vect.Float(width),
		vect.Float(height),
	)

	box.physicsShape.SetElasticity(BoxElasticity)
	box.physicsBody = chipmunk.NewBody(vect.Float(BoxMass), box.physicsShape.Moment(float32(BoxMass)))
	box.physicsBody.AddShape(box.physicsShape)
	box.physicsBody.CallbackHandler = callbacks{}

	// OpenGL shape

	box.openglShape = shapes.NewBox(width, height)

	return box
}
func addRoom(pos vect.Vect, w vect.Float, h vect.Float) {
	box := chipmunk.NewBox(vect.Vector_Zero, w+0.5, h+0.5)
	box.SetElasticity(0.5)
	body := chipmunk.NewBody(1.0, box.Moment(float32(1.0)))
	body.SetPosition(pos)
	body.AddShape(box)
	room := Room{
		Color: mgl32.Vec4{.3, .3, 1, .2},
		Box:   box,
	}
	rooms = append(rooms, &room)
}
Beispiel #3
0
func NewPhysicsShape(static bool, shape *chipmunk.Shape) *Physics {
	var body *chipmunk.Body
	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 #4
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 #5
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)
}
// add a pipe box to the space
func addOnePipeBox(pos vect.Vect) {
	pipeBox := chipmunk.NewBox(vect.Vector_Zero, vect.Float(pipeSide), vect.Float(pipeSide))
	pipeBox.SetElasticity(0.6)

	body := chipmunk.NewBody(chipmunk.Inf, chipmunk.Inf)
	body.SetPosition(pos)
	body.SetVelocity(pipeVelX, pipeVelY)
	body.IgnoreGravity = true

	body.AddShape(pipeBox)
	space.AddBody(body)
	pipe = append(pipe, pipeBox)
}
Beispiel #7
0
func NewPhysics(static bool) *Physics {
	var body *chipmunk.Body

	box := chipmunk.NewBox(vect.Vect{0, 0}, vect.Float(1), vect.Float(1))

	if static {
		body = chipmunk.NewBodyStatic()
	} else {
		body = chipmunk.NewBody(1, box.Moment(1))
	}

	p := &Physics{BaseComponent: NewComponent(), Body: body, Box: box.GetAsBox(), Shape: box}

	body.AddShape(box)
	return p
}
func addFlappy() {
	flappyBird := chipmunk.NewBox(vect.Vector_Zero, vect.Float(pipeSide), vect.Float(pipeSide))
	flappyBird.SetElasticity(0.95)

	body := chipmunk.NewBody(vect.Float(flappyMass), vect.Float(flappyMoment))
	body.SetPosition(vect.Vect{100, vect.Float(winHeight)})
	body.SetAngularVelocity(float32(10 * deg2rad))

	// hook collision events
	handlers := collisionHandlers{}
	body.CallbackHandler = handlers

	body.AddShape(flappyBird)
	space.AddBody(body)
	flappyBirds = append(flappyBirds, flappyBird)
}
Beispiel #9
0
func NewEnemy(ballRadius, ballMass int32, game *Game) *Enemy {
	x := rand.Intn(1280)
	ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius))
	ball.SetElasticity(0.95)
	ball.SetFriction(1.5)

	body := chipmunk.NewBody(vect.Float(ballMass), ball.Moment(float32(ballMass)))
	body.SetPosition(vect.Vect{vect.Float(x), 800.0})
	body.SetPosition(vect.Vect{vect.Float(x), 600.0})
	body.SetAngle(vect.Float(rand.Float32() * 2 * math.Pi))

	body.AddShape(ball)

	game.Space.AddBody(body)

	return &Enemy{Body: ball.Body, ball: ball, alive: true, Radius: ballRadius, Mass: ballMass}
}
Beispiel #10
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func NewPlayer(ballRadius, ballMass int32, game *Game) *Player {
	x := rand.Intn(350-115) + 115
	ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius))
	ball.SetElasticity(0.95)
	ball.SetFriction(1.5)

	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)

	game.Space.AddBody(body)

	return &Player{Body: ball.Body, ball: ball,
		Radius: ballRadius, Mass: ballMass,
		jumpTickStop: 2, jumpTick: 0, jumping: false, speed: 5}
}
Beispiel #11
0
func NewPhysicsShapes(static bool, shapes []*chipmunk.Shape) *Physics {
	var body *chipmunk.Body
	if static {
		body = chipmunk.NewBodyStatic()
	} else {
		moment := vect.Float(0)
		for _, shape := range shapes {
			moment += shape.Moment(1)
		}
		body = chipmunk.NewBody(1, moment)
	}

	p := &Physics{BaseComponent: NewComponent(), Body: body, Box: nil, Shape: nil}
	for _, shape := range shapes {
		body.AddShape(shape)
	}
	return p
}
Beispiel #12
0
func newBox(world *World, width, height float32) *Box {
	box := new(Box)

	// Chipmunk body

	box.physicsShape = chipmunk.NewBox(
		vect.Vect{0, 0},
		vect.Float(width),
		vect.Float(height),
	)

	box.physicsShape.SetElasticity(BoxElasticity)
	box.physicsBody = chipmunk.NewBody(vect.Float(BoxMass), box.physicsShape.Moment(float32(BoxMass)))
	box.physicsBody.AddShape(box.physicsShape)
	box.physicsBody.CallbackHandler = callbacks{}

	// OpenGL shape

	box.openglShape = shapes.NewBox(world.boxProgramShader, width, height)

	return box
}
Beispiel #13
0
func NewChipmunkBody(mass, i float32) *ChipmunkBody {
	return &ChipmunkBody{
		Body: chipmunk.NewBody(vect.Float(mass), vect.Float(i)),
	}
}