// MIT License // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include "test.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(-8.0f, 6.0f); vs[1].Set(-8.0f, 20.0f); vs[2].Set(8.0f, 20.0f); vs[3].Set(8.0f, 6.0f); vs[4].Set(0.0f, -2.0f); 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) override { 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); g_debugDraw.DrawString(5, m_textLine, "Press 'a' to control the flippers"); m_textLine += m_textIncrement; } void Keyboard(int key) override { switch (key) { case GLFW_KEY_A: m_button = true; break; } } void KeyboardUp(int key) override { switch (key) { case GLFW_KEY_A: m_button = false; break; } } static Test* Create() { return new Pinball; } b2RevoluteJoint* m_leftJoint; b2RevoluteJoint* m_rightJoint; b2Body* m_ball; bool m_button; }; static int testIndex = RegisterTest("Examples", "Pinball", Pinball::Create);