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| XIncludeFile "LiquidFun-C.pbi"
XIncludeFile "LiquidFun-C-Ex.pbi"
; #GLOBALS# ===================================================================================================================
Global num_frames.i = 0
Global fps.i = 0
Global animation_speed.f = 1.0
Global is_convex_and_clockwise.i
Global curr_particle_system_name.s = "water"
Global player_main_body_name.s = "boat"
Global player_spinning_body_name.s = "boat prop"
Global player_tracking.i = 0
Global player_tracking_angle.d = 0
Global fixture_outlining.i = 0
Global frame_limit.i = 1
; Box2D Bodies
Global body_mass.d
Global body_user_applied_linear_force.d = 100
Global body_user_applied_angular_force.d = 10
; Box2D Fixtures
Global Dim tmp_fixture_vector.b2Vec2(50)
Global Dim tmp_quad.b2Vec2(2)
Global tmp_fixture_vector_num = -1
Global tmp_fixture_vector_size = -1
Global Dim tmp_fixture_angle.f(50)
; ===============================================================================================================================
; #VARIABLES# ===================================================================================================================
; ===============================================================================================================================
; #FUNCTIONS# ===================================================================================================================
Declare text_window_handler(*Value)
; ===============================================================================================================================
; =======================
; Setup Box2D / LiquidFun
; =======================
; Setup the Box2D World (gravity_x, gravity_y, and load textures, bodies And fixtures from JSON files)
b2World_CreateEx(0.0, -10.0)
;b2World_CreateEx(0.0, 0.0)
; Create the Box2D Bodies, Fixtures and the LiquidFun Particle System
b2World_CreateAll()
; ============
; Setup OpenGL
; ============
; Setup the OpenGL Windows
glWindow_Setup(0, 0, 800, 600, "LiquidFun Demo for PureBasic", 0, 0, 800, 600, 400, 500, $006600, #Black)
; Setup the OpenGL World
;glWorld_Setup(30.0, 200/200, 1.0, 1000.0, 0, 0, -190.0)
glWorld_Setup(30.0, 800/600, 1.0, 1000.0, 0, -10, -190.0)
; Create the OpenGL Textures
glWorld_CreateTextures()
; ========================
; Setup Threads and Timers
; ========================
frame_timer = ElapsedMilliseconds()
fps_timer = -9999
Repeat
; Every 1 / 60th of a second, or 16 milliseconds (or 60 frames per second)
If (ElapsedMilliseconds() - frame_timer) > 16 Or frame_limit = 0
frame_timer = ElapsedMilliseconds()
key_event.i = -1
mouse_event.i = -1
Eventxx = WindowEvent()
Select EventType()
Case #PB_EventType_KeyUp
key_event = GetGadgetAttribute(0,#PB_OpenGL_Key)
Case #PB_EventType_MouseMove, #PB_EventType_LeftButtonDown, #PB_EventType_LeftButtonUp, #PB_EventType_RightButtonUp, #PB_EventType_MouseWheel
mouse_event = EventType()
EndSelect
; =================
; Keyboard handling
; =================
; For all menus
If key_event > -1
Select key_event
; if Escape is pressed then toggle menus or quit demo
Case #PB_Shortcut_Escape
end_game = 1
; if 1 is pressed then display the main menu
Case #PB_Shortcut_1
menu_type = #main_menu
; if 2 is pressed then display the player menu
Case #PB_Shortcut_2
menu_type = #player_menu
; if 3 is pressed then display the particle menu
Case #PB_Shortcut_3
menu_type = #particle_menu
; if 4 is pressed then display the editing menu
Case #PB_Shortcut_4
menu_type = #edit_menu
; if R is pressed then reset the Box2D World
Case #PB_Shortcut_R
player_tracking = 0
; destroy the recreate the scene
b2World_DestroyAll()
b2World_CreateAll()
EndSelect
EndIf
Select menu_type
; main menu (keyboard)
Case #main_menu
If key_event > -1
Select key_event
Case #PB_Shortcut_B
If body("bucket")\active = 0
b2World_CreateBodyAndFixtures("bucket")
b2World_CreateBodyAndFixtures("bucket ball")
Else
b2World_DestroyBodyEx("bucket")
b2World_DestroyBodyEx("bucket ball")
EndIf
Case #PB_Shortcut_O
If fixture_outlining = 0
fixture_outlining = 1
b2World_SetFixturesDrawType(#gl_texture2_and_line_loop2)
Else
fixture_outlining = 0
b2World_SetFixturesDrawType(-1)
EndIf
Case #PB_Shortcut_F
If frame_limit = 0
frame_limit = 1
Else
frame_limit = 0
EndIf
EndSelect
EndIf
If GetAsyncKeyState_(#VK_Q)
b2Body_AddAngularVelocity(body("ground")\ptr, Radian(1))
EndIf
If GetAsyncKeyState_(#VK_E)
b2Body_AddAngularVelocity(body("ground")\ptr, Radian(-1))
EndIf
; player menu (keyboard)
Case #player_menu
If key_event > -1
Select key_event
Case #PB_Shortcut_T
If player_tracking = 0
player_tracking = 1
b2World_FollowBody(player_main_body_name, 1)
Else
player_tracking = 0
EndIf
Case #PB_Shortcut_X
b2Body_GetPositionEx(player_main_body_name)
b2Body_GetAngleEx(player_main_body_name)
b2Body_GetLinearVelocityEx(player_main_body_name)
b2Body_GetAngularVelocityEx(player_main_body_name)
Select player_main_body_name
Case "boat"
b2World_DestroyBodyAndJoints("boat prop")
b2World_DestroyBodyAndJoints("boat")
body("car")\currentPositionX = body("boat")\currentPositionX
body("car")\currentPositionY = body("boat")\currentPositionY + 3
body("car")\currentAngle = body("boat")\currentAngle
body("car")\currentLinearVelocityX = body("boat")\currentLinearVelocityX
body("car")\currentLinearVelocityY = body("boat")\currentLinearVelocityY
body("car")\currentAngularVelocity = body("boat")\currentAngularVelocity
body("wheel1")\currentPositionX = body("car")\currentPositionX - 2
body("wheel1")\currentPositionY = body("car")\currentPositionY - 3
body("wheel2")\currentPositionX = body("car")\currentPositionX + 2
body("wheel2")\currentPositionY = body("car")\currentPositionY - 3
b2World_CreateBodyAndFixtures("car")
b2World_CreateBodyAndFixturesAndJoints("wheel1")
b2World_CreateBodyAndFixturesAndJoints("wheel2")
player_main_body_name = "car"
player_spinning_body_name = "wheel1"
Case "car"
b2World_DestroyBodyAndJoints("wheel1")
b2World_DestroyBodyAndJoints("wheel2")
b2World_DestroyBodyAndJoints("car")
body("boat")\currentPositionX = body("car")\currentPositionX ;tmp_pos(0)
body("boat")\currentPositionY = body("car")\currentPositionY ;tmp_pos(1)
body("boat")\currentAngle = body("car")\currentAngle
body("boat")\currentLinearVelocityX = body("car")\currentLinearVelocityX ;tmp_vel(0)
body("boat")\currentLinearVelocityY = body("car")\currentLinearVelocityY ;tmp_vel(1)
body("boat")\currentAngularVelocity = body("car")\currentAngularVelocity ;tmp_torque
body("boat prop")\currentPositionX = body("boat")\currentPositionX
body("boat prop")\currentPositionY = body("boat")\currentPositionY
b2World_CreateBodyAndFixtures("boat")
b2World_CreateBodyAndFixturesAndJoints("boat prop")
player_main_body_name = "boat"
player_spinning_body_name = "boat prop"
EndSelect
EndSelect
EndIf
If GetAsyncKeyState_(#VK_A)
b2Body_GetPosition(body(player_main_body_name)\ptr, tmp_pos())
b2Body_ApplyForce(body(player_main_body_name)\ptr, body_mass * -body_user_applied_linear_force, 0, tmp_pos(0), tmp_pos(1), 1)
EndIf
If GetAsyncKeyState_(#VK_D)
b2Body_GetPosition(body(player_main_body_name)\ptr, tmp_pos())
b2Body_ApplyForce(body(player_main_body_name)\ptr, body_mass * body_user_applied_linear_force, 0, tmp_pos(0), tmp_pos(1), 1)
EndIf
If GetAsyncKeyState_(#VK_W)
b2Body_GetPosition(body(player_main_body_name)\ptr, tmp_pos())
b2Body_ApplyForce(body(player_main_body_name)\ptr, 0, body_mass * body_user_applied_linear_force, tmp_pos(0), tmp_pos(1), 1)
EndIf
If GetAsyncKeyState_(#VK_S)
b2Body_GetPosition(body(player_main_body_name)\ptr, tmp_pos())
b2Body_ApplyForce(body(player_main_body_name)\ptr, 0, body_mass * -body_user_applied_linear_force, tmp_pos(0), tmp_pos(1), 1)
EndIf
If GetAsyncKeyState_(#VK_Q)
If player_main_body_name = "car"
player_spinning_body_name = "wheel1"
EndIf
tmp_velocity.d = b2Body_GetAngularVelocity(body(player_spinning_body_name)\ptr)
If tmp_velocity < 30
tmp_velocity = tmp_velocity + Radian(300)
EndIf
b2Body_SetAngularVelocity(body(player_spinning_body_name)\ptr, tmp_velocity)
EndIf
If GetAsyncKeyState_(#VK_E)
If player_main_body_name = "car"
player_spinning_body_name = "wheel2"
EndIf
tmp_velocity.d = b2Body_GetAngularVelocity(body(player_spinning_body_name)\ptr)
If tmp_velocity > -30
tmp_velocity = tmp_velocity - Radian(300)
EndIf
b2Body_SetAngularVelocity(body(player_spinning_body_name)\ptr, tmp_velocity)
EndIf
If GetAsyncKeyState_(#VK_F)
b2Body_SetMassData(body(player_main_body_name)\ptr, body_mass - 1.0, 0, 0, 0)
EndIf
If GetAsyncKeyState_(#VK_G)
b2Body_SetMassData(body(player_main_body_name)\ptr, body_mass + 1.0, 0, 0, 0)
EndIf
; particle menu (keyboard)
Case #particle_menu
If key_event > -1
Select key_event
Case #PB_Shortcut_K
b2World_DestroyParticleGroups()
b2World_DestroyParticleSystems()
; I read in the LiquidFun docs that the particle groups aren't destroyed until the next Step. So Step below...
; b2World_Step(world\ptr, (1 / 60.0), 6, 2)
b2World_CreateParticleSystems()
b2World_CreateParticleGroups()
Case #PB_Shortcut_Q
particle_group(curr_particle_system_name)\radius = particle_group(curr_particle_system_name)\radius - 0.5
; Destroy the Particle Groups
b2World_DestroyParticleGroups()
; I read in the LiquidFun docs that the particle groups aren't destroyed until the next Step. So Step below...
b2World_Step(world\ptr, (1 / 60.0), 6, 2)
; Create the Particle Groups
b2World_CreateParticleGroups()
Case #PB_Shortcut_E
particle_group(curr_particle_system_name)\radius = particle_group(curr_particle_system_name)\radius + 0.5
; Destroy the Particle Groups
b2World_DestroyParticleGroups()
; I read in the LiquidFun docs that the particle groups aren't destroyed until the next Step. So Step below...
b2World_Step(world\ptr, (1 / 60.0), 6, 2)
; Create the Particle Groups
b2World_CreateParticleGroups()
Case #PB_Shortcut_Y
If particle_system(curr_particle_system_name)\particle_blending = 0
particle_system(curr_particle_system_name)\particle_blending = 1
Else
particle_system(curr_particle_system_name)\particle_blending = 0
EndIf
Case #PB_Shortcut_U
particle_system(curr_particle_system_name)\particle_size = particle_system(curr_particle_system_name)\particle_size - 0.05
If particle_system(curr_particle_system_name)\particle_size < 0.05
particle_system(curr_particle_system_name)\particle_size = 0.05
EndIf
Case #PB_Shortcut_I
particle_system(curr_particle_system_name)\particle_size = particle_system(curr_particle_system_name)\particle_size + 0.05
Case #PB_Shortcut_X
b2ParticleGroup_DestroyParticles(particle_group(curr_particle_system_name)\particle_group_ptr, 0)
b2World_DestroyParticleSystem(world\ptr, particle_system(curr_particle_system_name)\particle_system_ptr)
; I read in the LiquidFun docs that the particle groups aren't destroyed until the next Step. So Step below...
b2World_Step(world\ptr, (1 / 60.0), 6, 2)
particle_group(curr_particle_system_name)\active = 0
particle_system(curr_particle_system_name)\active = 0
Select curr_particle_system_name
Case "water"
curr_particle_system_name = "elastic"
Case "elastic"
curr_particle_system_name = "spring"
Case "spring"
curr_particle_system_name = "viscous"
Case "viscous"
curr_particle_system_name = "powder"
Case "powder"
curr_particle_system_name = "tensile"
Case "tensile"
curr_particle_system_name = "barrier"
Case "barrier"
curr_particle_system_name = "blank"
Case "blank"
curr_particle_system_name = "water"
EndSelect
particle_system(curr_particle_system_name)\active = 1
particle_group(curr_particle_system_name)\active = 1
b2World_CreateParticleSystemEx(curr_particle_system_name)
b2World_CreateParticleGroupEx(curr_particle_system_name)
EndSelect
EndIf
; editing menu
Case #edit_menu
If key_event > -1
Select key_event
Case #PB_Shortcut_T
If texture_drawing_mode = 0
texture_drawing_mode = 1
; tmp_quad(0)\x = (world\mouseCurrentPositionX - 400) * 0.171
; tmp_quad(0)\y = (300 - world\mouseCurrentPositionY) * 0.171
tmp_quad(0)\x = ((world\mouseCurrentPositionX - 400) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionX
tmp_quad(0)\y = ((300 - world\mouseCurrentPositionY) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionY
EndIf
If texture_drawing_mode = 3
texture_drawing_mode = 0
EndIf
If texture_drawing_mode = 2
texture_drawing_mode = 3
EndIf
Case #PB_Shortcut_6
If fixture_drawing_mode = 0
fixture_drawing_mode = 1
tmp_fixture_vector_num = 0
tmp_fixture_vector(tmp_fixture_vector_num)\x = ((world\mouseCurrentPositionX - 400) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionX
tmp_fixture_vector(tmp_fixture_vector_num)\y = ((300 - world\mouseCurrentPositionY) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionY
EndIf
tmp_fixture_vector_num = tmp_fixture_vector_num + 1
EndSelect
EndIf
EndSelect
; ==============
; Mouse handling
; ==============
If mouse_event > -1
Select mouse_event
Case #PB_EventType_MouseMove
previous_mouse_position_x.d = world\mouseCurrentPositionX
previous_mouse_position_y.d = world\mouseCurrentPositionY
world\mouseCurrentPositionX = GetGadgetAttribute(0, #PB_OpenGL_MouseX)
world\mouseCurrentPositionY = GetGadgetAttribute(0, #PB_OpenGL_MouseY)
world\mouseDisplacementPositionX = previous_mouse_position_x - world\mouseCurrentPositionX
world\mouseDisplacementPositionY = previous_mouse_position_y - world\mouseCurrentPositionY
If texture_drawing_mode = 1
texture_drawing_mode = 2
EndIf
If texture_drawing_mode = 2
tmp_quad(1)\x = ((world\mouseCurrentPositionX - 400) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionX
tmp_quad(1)\y = ((300 - world\mouseCurrentPositionY) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionY
EndIf
If fixture_drawing_mode = 1
tmp_fixture_vector(tmp_fixture_vector_num)\x = ((world\mouseCurrentPositionX - 400) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionX
tmp_fixture_vector(tmp_fixture_vector_num)\y = ((300 - world\mouseCurrentPositionY) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionY
; note below is radians
; tmp_fixture_angle(tmp_fixture_vector_num) = ATan2(tmp_fixture_vector(tmp_fixture_vector_num - 1)\y - tmp_fixture_vector(tmp_fixture_vector_num)\y, tmp_fixture_vector(tmp_fixture_vector_num - 1)\x - tmp_fixture_vector(tmp_fixture_vector_num)\x)
EndIf
Case #PB_EventType_LeftButtonDown
world\mouseLeftButtonPressed = 1
Case #PB_EventType_LeftButtonUp
world\mouseLeftButtonPressed = 0
Case #PB_EventType_RightButtonUp
; texture_drawing_mode = 0
fixture_drawing_mode = 0
tmp_fixture_vector_size = tmp_fixture_vector_num + 1
; move the fixture / shape to the centroid (center of rotation) of 0,0
centroid.b2Vec2
b2PolygonShape_MoveToZeroCentroid(@tmp_fixture_vector(0)\x, tmp_fixture_vector_size, @centroid\x)
clipboard_str.s = "\" + Chr(34) + "["
For tmp_fixture_vector_num = 0 To (tmp_fixture_vector_size - 1)
If tmp_fixture_vector_num > 0
clipboard_str = clipboard_str + ", "
EndIf
clipboard_str = clipboard_str + StrF(tmp_fixture_vector(tmp_fixture_vector_num)\x, 2) + ", " + StrF(tmp_fixture_vector(tmp_fixture_vector_num)\y, 2)
Next
clipboard_str = clipboard_str + "]\" + Chr(34) + ", " + StrF(tmp_quad(1)\x - tmp_quad(0)\x, 2)
; b2PolygonShape_ComputeCentroid(@tmp_fixture_vector(0)\x, tmp_fixture_vector_size, @centroid\x)
; clipboard_str = clipboard_str + " --- " + StrF(centroid\x, 2) + ", " + StrF(centroid\y, 2)
; is_convex_and_clockwise = b2Vec2Array_IsConvexAndClockwise(@tmp_fixture_vector(0)\x, tmp_fixture_vector_num + 1)
SetClipboardText(clipboard_str)
; draw_world_end_position\x = 999999
; draw_world_end_position\y = 999999
tmp_fixture_vector_num = -1
Case #PB_EventType_MouseWheel
world\mouseWheelPosition = GetGadgetAttribute(0, #PB_OpenGL_WheelDelta)
EndSelect
EndIf
; =======================
; Animate the main camera
; =======================
If world\mouseWheelPosition > 0
world\mouseWheelPosition = 0
If world\mainCameraPositionZ >= (1 + 10)
world\mainCameraDisplacementPositionZ = world\mainCameraDisplacementPositionZ + 10
world\mainCameraPositionZ = world\mainCameraPositionZ - 10
EndIf
EndIf
If world\mouseWheelPosition < 0
world\mouseWheelPosition = 0
If world\mainCameraPositionZ <= (1000 - 10)
world\mainCameraDisplacementPositionZ = world\mainCameraDisplacementPositionZ - 10
world\mainCameraPositionZ = world\mainCameraPositionZ + 10
EndIf
EndIf
If player_tracking = 0
If world\mouseLeftButtonPressed = 1
If world\mousePreviousPositionX = -99999
world\mousePreviousPositionX = world\mouseCurrentPositionX
EndIf
If world\mousePreviousPositionY = -99999
world\mousePreviousPositionY = world\mouseCurrentPositionY
EndIf
world\mainCameraDisplacementPositionX = world\mainCameraDisplacementPositionX + ((world\mouseCurrentPositionX - world\mousePreviousPositionX) * (world\mainCameraPositionZ / 1125))
world\mainCameraDisplacementPositionY = world\mainCameraDisplacementPositionY - ((world\mouseCurrentPositionY - world\mousePreviousPositionY) * (world\mainCameraPositionZ / 1125))
world\mousePreviousPositionX = world\mouseCurrentPositionX
world\mousePreviousPositionY = world\mouseCurrentPositionY
Else
world\mousePreviousPositionX = -99999
world\mousePreviousPositionY = -99999
EndIf
EndIf
; Apply Camera Movement
If player_tracking = 0
glTranslatef_(world\mainCameraDisplacementPositionX, world\mainCameraDisplacementPositionY, world\mainCameraDisplacementPositionZ)
Else
; unrotate world first
; glRotatef_(Degree(player_tracking_angle), 0, 0, 1)
; move the camera a vector that's equivalent to the velocity step of the player
; so the player always appears in the center of the window
b2World_FollowBody(player_main_body_name)
; rotate the world back to where it was
; glRotatef_(-Degree(player_tracking_angle), 0, 0, 1)
; rotate the camera
; tmp_body_angle_offset.d = b2Body_GetAngularVelocity(body(player_main_body_name)\ptr)
; tmp_body_angle_offset = tmp_body_angle_offset * 0.0167
; glRotatef_(-Degree(tmp_body_angle_offset), 0, 0, 1)
; player_tracking_angle = player_tracking_angle - tmp_body_angle_offset
EndIf
world\mainCameraPositionX = world\mainCameraPositionX - world\mainCameraDisplacementPositionX
world\mainCameraPositionY = world\mainCameraPositionY - world\mainCameraDisplacementPositionY
world\mainCameraDisplacementPositionX=0
world\mainCameraDisplacementPositionY=0
world\mainCameraDisplacementPositionZ=0
; =================
; Animate the World
; =================
; Step the Box2D World
b2World_Step(world\ptr, (animation_speed / 60.0), 6, 2)
; Clear the OpenGLGadget
glColor3f_(1.0, 1.0, 1.0)
; glClearColor_(1, 1, 1, 1)
glClearColor_(0.7, 0.7, 0.7, 1)
glClear_ (#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
; Draw the LiquidFun Particles (texture, particle_quad_size)
glDraw_Particles()
; Draw the Box2D Bodies (body, fixture, texture)
glDraw_Fixtures()
; Draw the drawing line
If texture_drawing_mode = 2 Or texture_drawing_mode = 3
; Debug(@tmp_fixture_vector(0)\x)
; is_convex_and_clockwise = b2Vec2Array_IsConvexAndClockwise(@tmp_fixture_vector(0)\x, tmp_fixture_vector_num + 1)
; If is_convex_and_clockwise <> 1
; Debug("aaa")
; EndIf
; Debug(Str(is_convex_and_clockwise) + " " + Str(__clockwise))
drawing_red.f = 1.0
drawing_green.f = 0.0
drawing_blue.f = 0.0
; If is_convex_and_clockwise = 1
; drawing_red = 0.0
; drawing_green = 1.0
; EndIf
glEnable_(#GL_TEXTURE_2D)
glTexImage2D_(#GL_TEXTURE_2D, 0, #GL_RGBA, ImageWidth(texture("speed boat")\image_number), ImageHeight(texture("speed boat")\image_number), 0, #GL_BGRA_EXT, #GL_UNSIGNED_BYTE, texture("speed boat")\image_bitmap\bmBits)
;50, 10, -50, 10, -50, -10, 50, -10
Dim tmp_quad_vertice.Vec3f(4)
Dim tmp_texture_vertice.b2Vec2(4)
tmp_texture_vertice(0)\x = 0.0
tmp_texture_vertice(0)\y = 1.0
tmp_quad_vertice(0)\x = tmp_quad(0)\x
tmp_quad_vertice(0)\y = tmp_quad(0)\y
tmp_quad_vertice(0)\z = 0.5
tmp_texture_vertice(1)\x = 0.0
tmp_texture_vertice(1)\y = 0.0
tmp_quad_vertice(1)\x = tmp_quad(0)\x
tmp_quad_vertice(1)\y = tmp_quad(0)\y - (tmp_quad(1)\x - tmp_quad(0)\x)
tmp_quad_vertice(1)\z = 0.5
tmp_texture_vertice(2)\x = 1.0
tmp_texture_vertice(2)\y = 0.0
tmp_quad_vertice(2)\x = tmp_quad(1)\x
tmp_quad_vertice(2)\y = tmp_quad(0)\y - (tmp_quad(1)\x - tmp_quad(0)\x)
tmp_quad_vertice(2)\z = 0.5
tmp_texture_vertice(3)\x = 1.0
tmp_texture_vertice(3)\y = 1.0
tmp_quad_vertice(3)\x = tmp_quad(1)\x
tmp_quad_vertice(3)\y = tmp_quad(0)\y
tmp_quad_vertice(3)\z = 0.5
glEnableClientState_(#GL_VERTEX_ARRAY )
glEnableClientState_ (#GL_TEXTURE_COORD_ARRAY_EXT);
glVertexPointer_( 3, #GL_FLOAT, SizeOf(Vec3f), @tmp_quad_vertice(0)\x )
glTexCoordPointer_(2, #GL_FLOAT, SizeOf(b2Vec2), @tmp_texture_vertice(0)\x)
glDrawArrays_( #GL_QUADS, 0, ArraySize(tmp_quad_vertice()) )
glDisableClientState_( #GL_TEXTURE_COORD_ARRAY_EXT )
glDisableClientState_( #GL_VERTEX_ARRAY )
; disable texture mapping
glBindTexture_(#GL_TEXTURE_2D, 0)
glDisable_( #GL_TEXTURE_2D );
EndIf
If fixture_drawing_mode = 1
glLineWidth_(2.5)
glColor3f_(1.0, 0.0, 0.0)
If tmp_fixture_vector_num > 1
glBegin_(#GL_POLYGON)
Else
glBegin_(#GL_LINE_STRIP)
EndIf
; glBegin_(#GL_QUADS)
For i = 0 To tmp_fixture_vector_num
; Debug(i)
glVertex3f_(tmp_fixture_vector(i)\x, tmp_fixture_vector(i)\y, 0.0)
; glVertex3f_(tmp_quad(0)\x, tmp_quad(0)\y, 0.0)
; glVertex3f_(tmp_quad(0)\x, tmp_quad(0)\y - (tmp_quad(1)\x - tmp_quad(0)\x), 0.0)
; glVertex3f_(tmp_quad(1)\x, tmp_quad(0)\y - (tmp_quad(1)\x - tmp_quad(0)\x), 0.0)
; glVertex3f_(tmp_quad(1)\x, tmp_quad(0)\y, 0.0)
Next
glEnd_()
EndIf
; Update the display
SetGadgetAttribute(Gadget, #PB_OpenGL_FlipBuffers, #True)
b2Body_SetAngularVelocityPercent(body("ground")\ptr, 99)
body_mass.d = b2Body_GetMass(body(player_main_body_name)\ptr)
b2Body_GetLinearVelocityEx(player_main_body_name)
num_frames = num_frames + 1
EndIf
; =======================================
; Update the info window (every 1 second)
; =======================================
If (ElapsedMilliseconds() - fps_timer) > 1000
fps_timer = ElapsedMilliseconds()
CreateThread(@text_window_handler(), 1000)
EndIf
Until Eventxx = #PB_Event_CloseWindow Or end_game = 1
; #FUNCTION# ====================================================================================================================
; Name...........: text_window_handler
; Description ...: Handles keyboard and mouse events
; Syntax.........: text_window_handler()
; Parameters ....:
; Return values .: None
; Author ........: Sean Griffin
; Modified.......:
; Remarks .......:
; Related .......:
; Link ..........:
; Example .......:
; ===============================================================================================================================
Procedure text_window_handler(*Value)
fps = num_frames + 1
num_frames = 0
opengl_info.s = "OpenGL: Ver=" + sgGlVersion
camera_info.s = "Camera: Pos=" + StrF(world\mainCameraPositionX, 2) + " m x " + StrF(world\mainCameraPositionY, 2) + " m x " + StrF(world\mainCameraPositionZ, 2) + " m"
mouse_info.s = "Mouse: Gadget Pos=" + StrF(world\mouseCurrentPositionX, 2) + " p x " + StrF(world\mouseCurrentPositionY, 2) + " p; World Pos=" + StrF(world\mainCameraPositionX + ((400 - world\mouseCurrentPositionX) * (world\mainCameraPositionZ / 1125)), 2) + " m x " + StrF(world\mainCameraPositionY + 1.1 + ((300 - world\mouseCurrentPositionY) * (world\mainCameraPositionZ / 1125)), 2) + " m"
animation_info.s = "Animation: Rate=" + Str(fps) + " fps"
Select menu_type
Case #main_menu
msg.s = "Main Menu" + Chr(10) +
"------------------" + Chr(10) +
"Keys & Mouse" + Chr(10) +
"-----------------------" + Chr(10) +
"Esc: Quits this demo" + Chr(10) +
"2: Player menu" + Chr(10) +
"3: Particle menu" + Chr(10) +
"4: Editing menu" + Chr(10) +
"R: Restarts the scene" + Chr(10) +
"Left Mouse Button & Drag: Pans the camera" + Chr(10) +
"Mouse Wheel: Zooms the camera in & out" + Chr(10) +
"Q, E: Adds torque to the platform" + Chr(10) +
"B: Toggles the Bucket" + Chr(10) +
"O: Toggles the outlining of all Box2D bodies" + Chr(10) +
"F: Toggles the 60 frames per second limit" + Chr(10) +
"-------" + Chr(10) +
"Info" + Chr(10) +
"-------" + Chr(10) +
opengl_info + Chr(10) +
camera_info + Chr(10) +
mouse_info + Chr(10) +
animation_info
Case #player_menu
msg.s = "Player Menu" + Chr(10) +
"------------------" + Chr(10) +
"Keys & Mouse" + Chr(10) +
"-----------------------" + Chr(10) +
"Esc: Quits this demo" + Chr(10) +
"1: Main menu" + Chr(10) +
"3: Particle menu" + Chr(10) +
"4: Editing menu" + Chr(10) +
"R: Restarts the scene" + Chr(10) +
"Left Mouse Button & Drag: Pans the camera" + Chr(10) +
"Mouse Wheel: Zooms the camera in & out" + Chr(10) +
"Q, E: Adds torque to the motor of the player" + Chr(10) +
"A, D, S, W: Adds Linear Force to the player" + Chr(10) +
"F, G: Changes the Mass of the player" + Chr(10) +
"T: Toggles the Tracking of the player" + Chr(10) +
"X: Changes the Vehicle of the player" + Chr(10) +
"-------" + Chr(10) +
"Info" + Chr(10) +
"-------" + Chr(10) +
opengl_info + Chr(10) +
camera_info + Chr(10) +
mouse_info + Chr(10) +
"Player: Mass=" + StrF(body_mass, 2) + " kg; Linear Velocity=" + StrF(b2Vec2_LinearVelocity(body(player_main_body_name)\currentLinearVelocityX, body(player_main_body_name)\currentLinearVelocityY), 2) + " m/s; Angular Velocity=" +StrF(b2Body_GetAngularVelocity(body(player_main_body_name)\ptr), 2) + " m/s" + Chr(10) +
animation_info
Case #particle_menu
msg.s = "Particle Menu" + Chr(10) +
"------------------" + Chr(10) +
"Keys & Mouse" + Chr(10) +
"-----------------------" + Chr(10) +
"Esc: Quits this demo" + Chr(10) +
"1: Main menu" + Chr(10) +
"2: Player menu" + Chr(10) +
"4: Editing menu" + Chr(10) +
"R: Restarts the scene" + Chr(10) +
"Left Mouse Button & Drag: Pans the camera" + Chr(10) +
"Mouse Wheel: Zooms the camera in & out" + Chr(10) +
"Q, E: Changes the starting radius of the water group" + Chr(10) +
"Y: Toggles water particle texture blending" + Chr(10) +
"U, I: Changes the water particle size" + Chr(10) +
"X: Changes the particle system name / type" + Chr(10) +
"K: Restarts the water group" + Chr(10) +
"-------" + Chr(10) +
"Info" + Chr(10) +
"-------" + Chr(10) +
opengl_info + Chr(10) +
camera_info + Chr(10) +
mouse_info + Chr(10) +
"Particle System: Name=" + curr_particle_system_name + "; Number of Particles=" + Str(particle_system(curr_particle_system_name)\particle_count) + Chr(10) +
"Particle Group: Starting Pos=" + Str(water_position_x) + "," + Str(water_position_y) + "; Strength=" + Str(water_strength) + "; Stride=" + Str(water_stride) + "; Radius=" + StrF(particle_group(curr_particle_system_name)\radius, 2) + Chr(10) +
"Particle: Size=" + StrF(particle_system(curr_particle_system_name)\particle_size, 2) + "; Blending=" + Str(particle_system(curr_particle_system_name)\particle_blending) + Chr(10) +
animation_info
Case #edit_menu
msg.s = "Editing Menu" + Chr(10) +
"------------------" + Chr(10) +
"Keys & Mouse" + Chr(10) +
"-----------------------" + Chr(10) +
"Esc: Quits this demo" + Chr(10) +
"1: Main menu" + Chr(10) +
"2: Player menu" + Chr(10) +
"3: Particle menu" + Chr(10) +
"R: Restarts the scene" + Chr(10) +
"Left Mouse Button & Drag: Pans the camera" + Chr(10) +
"Mouse Wheel: Zooms the camera in & out" + Chr(10) +
"T: Toggles sprite image drawing (experimental)" + Chr(10) +
"6: Toggles CCW convex polygon shape drawing (experimental)" + Chr(10) +
"-------" + Chr(10) +
"Info" + Chr(10) +
"-------" + Chr(10) +
opengl_info + Chr(10) +
camera_info + Chr(10) +
mouse_info + Chr(10) +
animation_info
EndSelect
SetGadgetText(5, msg)
EndProcedure |
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