| /* | |
| * Copyright (c) 2006-2010 Erin Catto http://www.box2d.org | |
| * | |
| * This software is provided 'as-is', without any express or implied | |
| * warranty. In no event will the authors be held liable for any damages | |
| * arising from the use of this software. | |
| * Permission is granted to anyone to use this software for any purpose, | |
| * including commercial applications, and to alter it and redistribute it | |
| * freely, subject to the following restrictions: | |
| * 1. The origin of this software must not be misrepresented; you must not | |
| * claim that you wrote the original software. If you use this software | |
| * in a product, an acknowledgment in the product documentation would be | |
| * appreciated but is not required. | |
| * 2. Altered source versions must be plainly marked as such, and must not be | |
| * misrepresented as being the original software. | |
| * 3. This notice may not be removed or altered from any source distribution. | |
| */ | |
| #ifndef PINBALL_H | |
| #define PINBALL_H | |
| /// This tests bullet collision and provides an example of a gameplay scenario. | |
| /// This also uses a loop shape. | |
| class Pinball : public Test | |
| { | |
| public: | |
| Pinball() | |
| { | |
| // Ground body | |
| b2Body* ground = NULL; | |
| { | |
| b2BodyDef bd; | |
| ground = m_world->CreateBody(&bd); | |
| b2Vec2 vs[5]; | |
| vs[0].Set(0.0f, -2.0f); | |
| vs[1].Set(8.0f, 6.0f); | |
| vs[2].Set(8.0f, 20.0f); | |
| vs[3].Set(-8.0f, 20.0f); | |
| vs[4].Set(-8.0f, 6.0f); | |
| b2ChainShape loop; | |
| loop.CreateLoop(vs, 5); | |
| b2FixtureDef fd; | |
| fd.shape = &loop; | |
| fd.density = 0.0f; | |
| ground->CreateFixture(&fd); | |
| } | |
| // Flippers | |
| { | |
| b2Vec2 p1(-2.0f, 0.0f), p2(2.0f, 0.0f); | |
| b2BodyDef bd; | |
| bd.type = b2_dynamicBody; | |
| bd.position = p1; | |
| b2Body* leftFlipper = m_world->CreateBody(&bd); | |
| bd.position = p2; | |
| b2Body* rightFlipper = m_world->CreateBody(&bd); | |
| b2PolygonShape box; | |
| box.SetAsBox(1.75f, 0.1f); | |
| b2FixtureDef fd; | |
| fd.shape = &box; | |
| fd.density = 1.0f; | |
| leftFlipper->CreateFixture(&fd); | |
| rightFlipper->CreateFixture(&fd); | |
| b2RevoluteJointDef jd; | |
| jd.bodyA = ground; | |
| jd.localAnchorB.SetZero(); | |
| jd.enableMotor = true; | |
| jd.maxMotorTorque = 1000.0f; | |
| jd.enableLimit = true; | |
| jd.motorSpeed = 0.0f; | |
| jd.localAnchorA = p1; | |
| jd.bodyB = leftFlipper; | |
| jd.lowerAngle = -30.0f * b2_pi / 180.0f; | |
| jd.upperAngle = 5.0f * b2_pi / 180.0f; | |
| m_leftJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd); | |
| jd.motorSpeed = 0.0f; | |
| jd.localAnchorA = p2; | |
| jd.bodyB = rightFlipper; | |
| jd.lowerAngle = -5.0f * b2_pi / 180.0f; | |
| jd.upperAngle = 30.0f * b2_pi / 180.0f; | |
| m_rightJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd); | |
| } | |
| // Circle character | |
| { | |
| b2BodyDef bd; | |
| bd.position.Set(1.0f, 15.0f); | |
| bd.type = b2_dynamicBody; | |
| bd.bullet = true; | |
| m_ball = m_world->CreateBody(&bd); | |
| b2CircleShape shape; | |
| shape.m_radius = 0.2f; | |
| b2FixtureDef fd; | |
| fd.shape = &shape; | |
| fd.density = 1.0f; | |
| m_ball->CreateFixture(&fd); | |
| } | |
| m_button = false; | |
| } | |
| void Step(Settings* settings) | |
| { | |
| if (m_button) | |
| { | |
| m_leftJoint->SetMotorSpeed(20.0f); | |
| m_rightJoint->SetMotorSpeed(-20.0f); | |
| } | |
| else | |
| { | |
| m_leftJoint->SetMotorSpeed(-10.0f); | |
| m_rightJoint->SetMotorSpeed(10.0f); | |
| } | |
| Test::Step(settings); | |
| m_debugDraw.DrawString(5, m_textLine, "Press 'a' to control the flippers"); | |
| m_textLine += 15; | |
| } | |
| void Keyboard(unsigned char key) | |
| { | |
| switch (key) | |
| { | |
| case 'a': | |
| case 'A': | |
| m_button = true; | |
| break; | |
| } | |
| } | |
| void KeyboardUp(unsigned char key) | |
| { | |
| switch (key) | |
| { | |
| case 'a': | |
| case 'A': | |
| m_button = false; | |
| break; | |
| } | |
| } | |
| static Test* Create() | |
| { | |
| return new Pinball; | |
| } | |
| b2RevoluteJoint* m_leftJoint; | |
| b2RevoluteJoint* m_rightJoint; | |
| b2Body* m_ball; | |
| bool m_button; | |
| }; | |
| #endif |