예제 #1
0
  @Override
  public void endContact(Contact contact) {
    Fixture fixA = contact.getFixtureA();
    Fixture fixB = contact.getFixtureB();

    if ((fixA.isSensor()) && (fixA.getUserData() != null)) {
      B2Controller b2c = (B2Controller) fixA.getUserData();
      b2c.removeBody(fixB.getBody());
    } else if ((fixB.isSensor()) && (fixB.getUserData() != null)) {
      B2Controller b2c = (B2Controller) fixB.getUserData();
      b2c.removeBody(fixA.getBody());
    }
  }
예제 #2
0
        @Override
        public boolean reportFixture(Fixture fixture) {
          // if the hit fixture's body is the ground body
          // we ignore it
          if (fixture.getBody() == groundBody) return true;

          // if the hit point is inside the fixture of the body
          // we report it
          if (fixture.testPoint(testPoint.x, testPoint.y)) {
            hitBody = fixture.getBody();
            return false;
          } else return true;
        }
 private boolean checkSensor(Fixture sensor, Fixture other) {
   final SensorType type = (SensorType) sensor.getUserData();
   final Object sensorData = sensor.getBody().getUserData();
   final Object otherData = other.getBody().getUserData();
   if (type == null) return false;
   switch (type) {
     case SCORE:
       if (otherData instanceof Player) {
         events.queueEvent(EventType.PLAYER_SCORED, sensorData);
       }
       return true;
     default:
       break;
   }
   return false;
 }
예제 #4
0
 public void setDirtsActive(boolean dirtsActive) {
   this.dirtsActive = dirtsActive;
   for (Fixture fixture : dirts) {
     // fixture.setSensor(dirtsActive);
     fixture.getBody().setActive(dirtsActive);
   }
 }
예제 #5
0
 @Override
 public boolean reportFixture(Fixture fixture) {
   // if the hit point is inside the fixture of the body
   // we report it
   if (fixture.testPoint(testPoint.x, testPoint.y)) {
     hitBody = fixture.getBody();
     return false;
   } else return true;
 }
  // called when two fixtures start to collide
  @Override
  public void beginContact(Contact c) {
    Fixture fa = c.getFixtureA();
    Fixture fb = c.getFixtureB();

    if (fa == null || fb == null) {
      return;
    }

    if (fa.getUserData() != null && fa.getUserData().equals("foot")) {
      numFootContacts++;
    }
    if (fb.getUserData() != null && fb.getUserData().equals("foot")) {
      numFootContacts++;
    }
    if (fa.getUserData() != null && fa.getUserData().equals("crystal")) {
      bodiesToRemove.add(fa.getBody());
    }
    if (fb.getUserData() != null && fb.getUserData().equals("crystal")) {
      bodiesToRemove.add(fb.getBody());
    }
  }
예제 #7
0
        @Override
        public final float reportRayFixture(
            Fixture fixture, Vector2 point, Vector2 normal, float fraction) {

          if (!globalContactFilter(fixture)
              || !contactFilter(fixture)
              || (ignoreBody && fixture.getBody() == getBody())) return -1;

          // if (fixture.isSensor())
          // return -1;

          mx[m_index] = point.x;
          my[m_index] = point.y;
          f[m_index] = fraction;
          return fraction;
        }
예제 #8
0
파일: RunBoss.java 프로젝트: xSke/TWINSTICK
  @Override
  public void update(float delta) {
    super.update(delta);

    xSpring.value = getBody().getPosition().x;

    if (state == BossState.WAITING) {
      xSpring.target = -50;
      getBody().setTransform(-50, 0, 0);

      if (GameScreen.i.getBossState() == GameScreen.BossState.FIGHTING) {
        GameScreen.i.getBoss().setName("");
        state = BossState.COMING;
        GameScreen.i.setFreezeControls(true);
        timer = 0;
      }
    } else if (state == BossState.COMING) {
      float last = timer;
      timer += delta;

      if (timer > 3 && last <= 3) {
        xSpring.target = -15;
        GameScreen.i.getBoss().setName("HEY...");
      }

      if (timer > 6 && last <= 6) {
        xSpring.target = -8;
        GameScreen.i.getBoss().setName("YOU");
        GameScreen.i.getBoss().setHealth(1.05f);
      }

      if (timer > 7 && last <= 7) {
        xSpring.target = -4;
        GameScreen.i.getBoss().setName("YOU SHOULD");
      }

      if (timer > 8 && last <= 8) {
        xSpring.target = 0;
        GameScreen.i.getBoss().setName("YOU SHOULD PROBABLY");
        GameScreen.i.getBoss().setHealth(1.1f);
      }

      if (timer > 11 && last <= 11) {
        GameScreen.i.getBoss().setName("RRRUUUUUUUNNNNNN!!!!");
        GameScreen.i.setFreezeControls(false);
        GameScreen.i.getPlayer().setSpeed(30);
        GameScreen.i.getBoss().setHealth(99999f);
      }
      if (timer > 11.5f) {
        state = BossState.RUN;
      }
    } else if (state == BossState.RUN) {
      float last = timer;
      timer += delta;

      xSpring.target += delta * 20;

      float limit = GameScreen.i.getPlayer().getBody().getPosition().x - 25f;
      if (xSpring.target < limit) {
        xSpring.target = limit + (float) Math.sin(timer * 2) * 2;
      }

      color =
          Palette.HIGHLIGHT
              .cpy()
              .lerp(Palette.HIGHLIGHT2, (float) (0.5f + Math.sin(timer * 6) * 0.5f));
      if (MathUtils.floor(last) != MathUtils.floor(timer)) size.getVelocity().x = 100;
      if (MathUtils.floor(last + 0.5f) != MathUtils.floor(timer + 0.5f))
        size.getVelocity().x = -100;

      float lastSub = subtimer;
      subtimer += delta;
      if (substate == SubState.ROOT) {
        if (subtimer > 2) {
          substate =
              Array.with(
                      // SubState.BULLETS,
                      SubState.SWEEP)
                  .random();
          subtimer = 0;
        }
      } else if (substate == SubState.BULLETS) {
        substate = SubState.ROOT;
      } else if (substate == SubState.SWEEP) {
        if (MathUtils.floor(lastSub * 0.8f) != MathUtils.floor(subtimer * 0.8f)) {
          // BossSweep sweep = new BossSweep(this, MathUtils.random(1, 3) * 2);
          // GameScreen.i.getEntities().add(sweep);
        }

        if (subtimer > 3) {
          subtimer = 0;
          substate = SubState.ROOT;
        }
      }
    }

    xSpring.update(delta);
    getBody().setLinearVelocity(xSpring.velocity, 0);

    if (GameScreen.i.getCollisionTracker().getCollisions().containsKey(fixture)
        && state == BossState.RUN) {
      for (Fixture fix : GameScreen.i.getCollisionTracker().getCollisions().get(fixture)) {
        Object ud = fix.getBody().getUserData();
        if (ud instanceof Player) {
          ((Player) ud).damage(damageOnTouch, getBody().getPosition());
        }
      }
    }
  }
예제 #9
0
  @Override
  public void create() {
    float w = Gdx.graphics.getWidth();
    float h = Gdx.graphics.getHeight();

    Gdx.input.setInputProcessor(this);

    mB2Controllers = new Array<B2Controller>();

    mCamPos = new Vector3();
    mCurrentPos = new Vector3();

    camera = new OrthographicCamera(100, 100 * h / w);
    camera.position.set(50, 50, 0);
    camera.zoom = 1.8f;
    camera.update();

    loader = new RubeSceneLoader();

    scene = loader.loadScene(Gdx.files.internal("data/palmcontrollers.json"));

    debugRender = new Box2DDebugRenderer();

    batch = new SpriteBatch();
    polygonBatch = new PolygonSpriteBatch();

    textureMap = new HashMap<String, Texture>();
    textureRegionMap = new HashMap<Texture, TextureRegion>();

    createSpatialsFromRubeImages(scene);
    createPolySpatialsFromRubeFixtures(scene);

    mWorld = scene.getWorld();
    // configure simulation settings
    mVelocityIter = scene.velocityIterations;
    mPositionIter = scene.positionIterations;
    if (scene.stepsPerSecond != 0) {
      mSecondsPerStep = 1f / scene.stepsPerSecond;
    }
    mWorld.setContactListener(this);

    //
    // example of custom property handling
    //
    Array<Body> bodies = scene.getBodies();
    if ((bodies != null) && (bodies.size > 0)) {
      for (int i = 0; i < bodies.size; i++) {
        Body body = bodies.get(i);
        String gameInfo = (String) scene.getCustom(body, "GameInfo", null);
        if (gameInfo != null) {
          System.out.println("GameInfo custom property: " + gameInfo);
        }
      }
    }

    // Instantiate any controllers that are in the scene
    Array<Fixture> fixtures = scene.getFixtures();
    if ((fixtures != null) && (fixtures.size > 0)) {
      for (int i = 0; i < fixtures.size; i++) {
        Fixture fixture = fixtures.get(i);
        int controllerType = (Integer) scene.getCustom(fixture, "ControllerType", 0);
        switch (controllerType) {
          case B2Controller.BUOYANCY_CONTROLLER:
            // only allow polygon buoyancy controllers for now..
            if (fixture.getShape().getType() == Shape.Type.Polygon) {
              float bodyHeight = fixture.getBody().getPosition().y;
              // B2BuoyancyController b2c = new B2BuoyancyController();

              // need to calculate the fluid surface height for the buoyancy controller
              PolygonShape shape = (PolygonShape) fixture.getShape();
              shape.getVertex(0, mTmp);
              float maxHeight =
                  mTmp.y + bodyHeight; // initialize the height, transforming to 'world'
              // coordinates

              // find the maxHeight
              for (int j = 1; j < shape.getVertexCount(); j++) {
                shape.getVertex(j, mTmp);
                maxHeight =
                    Math.max(maxHeight, mTmp.y + bodyHeight); // transform to world coordinates
              }
              B2BuoyancyController b2c =
                  new B2BuoyancyController(
                      B2BuoyancyController.DEFAULT_SURFACE_NORMAL, // assume up
                      (Vector2)
                          scene.getCustom(
                              fixture,
                              "ControllerVelocity",
                              B2BuoyancyController.DEFAULT_FLUID_VELOCITY),
                      mWorld.getGravity(),
                      maxHeight,
                      fixture.getDensity(),
                      (Float)
                          scene.getCustom(
                              fixture, "LinearDrag", B2BuoyancyController.DEFAULT_LINEAR_DRAG),
                      (Float)
                          scene.getCustom(
                              fixture, "AngularDrag", B2BuoyancyController.DEFAULT_ANGULAR_DRAG));
              fixture.setUserData(b2c); // reference back to the controller from the fixture (see
              // beginContact/endContact)
              mB2Controllers.add(b2c); // add it to the list so it can be stepped later
            }
            break;

          case B2Controller.GRAVITY_CONTROLLER:
            {
              B2GravityController b2c = new B2GravityController();
              b2c =
                  new B2GravityController(
                      (Vector2)
                          scene.getCustom(
                              fixture, "ControllerVelocity", B2GravityController.DEFAULT_GRAVITY));
              fixture.setUserData(b2c);
              mB2Controllers.add(b2c);
            }
            break;
        }
      }
    }
    scene.printStats();
    scene.clear(); // no longer need any scene references
  }
  /**
   * @param f - fixture that is affected
   * @return true if force was applied, false otherwise.
   */
  private boolean ApplyToFixture(Fixture f) {
    float shapeDensity = mUseDensity ? f.getDensity() : mFluidDensity;

    // don't bother with buoyancy on sensors or fixtures with no density
    if (f.isSensor() || (shapeDensity == 0)) {
      return false;
    }
    Body body = f.getBody();
    mAreac.set(Vector2.Zero);
    mMassc.set(Vector2.Zero);
    float area = 0;

    // Get shape for displacement area calculations
    Shape shape = f.getShape();

    mSC.set(Vector2.Zero);
    float sarea;
    switch (shape.getType()) {
      case Circle:
        sarea =
            B2ShapeExtensions.ComputeSubmergedArea(
                (CircleShape) shape, mSurfaceNormal, mSurfaceHeight, body.getTransform(), mSC);
        break;

      case Chain:
        sarea =
            B2ShapeExtensions.ComputeSubmergedArea(
                (ChainShape) shape, mSurfaceNormal, mSurfaceHeight, body.getTransform(), mSC);
        break;

      case Edge:
        sarea =
            B2ShapeExtensions.ComputeSubmergedArea(
                (EdgeShape) shape, mSurfaceNormal, mSurfaceHeight, body.getTransform(), mSC);
        break;

      case Polygon:
        sarea =
            B2ShapeExtensions.ComputeSubmergedArea(
                (PolygonShape) shape, mSurfaceNormal, mSurfaceHeight, body.getTransform(), mSC);
        break;

      default:
        sarea = 0;
        break;
    }

    area += sarea;
    mAreac.x += sarea * mSC.x;
    mAreac.y += sarea * mSC.y;
    float mass = sarea * shapeDensity;
    mMassc.x += sarea * mSC.x * shapeDensity;
    mMassc.y += sarea * mSC.y * shapeDensity;

    mAreac.x /= area;
    mAreac.y /= area;
    mMassc.x /= mass;
    mMassc.y /= mass;
    if (area < Float.MIN_VALUE) {
      return false;
    }

    if (DEBUG_BUOYANCY) {
      // Run debug w/HCR to see the effects of different fluid densities / linear drag
      mFluidDensity = 2f;
      mLinearDrag = 5;
      mAngularDrag = 2;
    }

    // buoyancy force.
    mTmp.set(mGravity).scl(-mFluidDensity * area);
    body.applyForce(mTmp, mMassc, true); // multiply by -density to invert gravity

    // linear drag.
    mTmp.set(
        body.getLinearVelocityFromWorldPoint(mAreac).sub(mFluidVelocity).mul(-mLinearDrag * area));
    body.applyForce(mTmp, mAreac, true);

    // angular drag.
    float bodyMass = body.getMass();
    if (bodyMass < 1) // prevent a huge torque from being generated...
    {
      bodyMass = 1;
    }
    float torque = -body.getInertia() / bodyMass * area * body.getAngularVelocity() * mAngularDrag;
    body.applyTorque(torque, true);
    return true;
  }
  /**
   * Method is called on every collision between two Box2D bodies. Behaviour of certain body
   * collisions are defined in this method. Collisions between bodies are defined and accessed by
   * means of bitwise or-ing their category bits.
   */
  @Override
  public void beginContact(Contact c) {
    Fixture fa = c.getFixtureA();
    Fixture fb = c.getFixtureB();

    int collisionDefinition = fa.getFilterData().categoryBits | fb.getFilterData().categoryBits;

    switch (collisionDefinition) {
        // foot collides with floor
      case B2DVars.BIT_PLAYER_FOOT | B2DVars.BIT_BLOCKS:
        numJumps++;
        break;

        // Player collides with student, deal damage to player or kill enemy
      case B2DVars.BIT_PLAYER | B2DVars.BIT_STUDENT:
        System.out.println("hit!");
        playerStudentCollisionCount++;

        Vector2 playerPosition, playerVelocity, studentPosition;
        Body player, student;

        if (fa.getUserData().equals("player")) {
          player = fa.getBody();
          playerPosition = fa.getBody().getPosition();
          playerVelocity = fa.getBody().getLinearVelocity();
          student = fb.getBody();
          studentPosition = fb.getBody().getPosition();
        } else {
          player = fb.getBody();
          playerPosition = fb.getBody().getPosition();
          playerVelocity = fb.getBody().getLinearVelocity();
          student = fa.getBody();
          studentPosition = fa.getBody().getPosition();
        }

        // Player hits enemy from above, 0.1 offset is to ensure player is significantly above enemy
        if (playerPosition.y - 0.1 > studentPosition.y && playerVelocity.y <= 0) {
          Game.ass.getAudio("kill").play(1.0f);
          bodiesToKill.add(student);
          player.setLinearVelocity(player.getLinearVelocity().x, 2f);
        } else {
          ((Player) player.getUserData()).damagePlayer();
          Game.ass.getAudio("hit").play(1.0f);
          Vector2 point = new Vector2(playerPosition.x, playerPosition.y);

          if (playerPosition.x < studentPosition.x) {
            player.applyLinearImpulse(new Vector2(-30f, 0), point, true);
          } else {
            player.applyLinearImpulse(new Vector2(30f, 0), point, true);
          }
        }
        break;

        // player collides with coin
      case B2DVars.BIT_PLAYER | B2DVars.BIT_COINS:
        if (fa.getUserData().equals("coin")) {
          // delete coin
          bodiesToKill.add(fa.getBody());
          Game.ass.getAudio("coin").play(1.0f);
        } else {
          bodiesToKill.add(fb.getBody());
          Game.ass.getAudio("coin").play(1.0f);
        }
        break;

        // player collides with end of level region
      case B2DVars.BIT_PLAYER | B2DVars.BIT_END:
        if (fa.getUserData().equals("end")) {
          Player playerB = (Player) fb.getBody().getUserData();
          if (playerB.getNumCoins() == playerB.getNumCoinsToCollect()) {
            playerB.setLevelCompleteBool(true);
            break;
          }
          playerB.setLevelCompleteBool(false);
          break;
        } else {
          Player playerA = (Player) fa.getBody().getUserData();
          if (playerA.getNumCoins() == playerA.getNumCoinsToCollect()) {
            playerA.setLevelCompleteBool(true);
            break;
          }
          playerA.setLevelCompleteBool(false);
          break;
        }
    }
  }