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main.cpp
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main.cpp
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#include "Supernova.h"
using namespace Supernova;
#define MAXCRATES 4
Scene scene;
Camera camera(&scene);
Sprite* crates[MAXCRATES];
Sprite* ball;
Joint2D joint(&scene);
Scene uiscene;
Text text(&uiscene);
void onKeyDown(int key, bool repeat, int mods);
bool shouldCollide(Body2D bA, size_t sA, Body2D bB, size_t sB){
printf("Should collide %s %s\n", bA.getAttachedObject().getName().c_str(), bB.getAttachedObject().getName().c_str());
return true;
}
void beginContact2D(Contact2D contact){
printf("beginContact2D %s %s\n", contact.getBodyA().getAttachedObject().getName().c_str(), contact.getBodyB().getAttachedObject().getName().c_str());
}
void endContact2D(Contact2D contact){
printf("endContact2D %s %s\n", contact.getBodyA().getAttachedObject().getName().c_str(), contact.getBodyB().getAttachedObject().getName().c_str());
}
void preSolve2D(Contact2D contact, Manifold2D manifold){
printf("preSolve2D %s %s\n", contact.getBodyA().getAttachedObject().getName().c_str(), contact.getBodyB().getAttachedObject().getName().c_str());
}
void postSolve2D(Contact2D contact, ContactImpulse2D contactImpulse){
printf("postSolve2D %s %s\n", contact.getBodyA().getAttachedObject().getName().c_str(), contact.getBodyB().getAttachedObject().getName().c_str());
}
void startPositions(){
crates[0]->setPosition(170, 600);
//crates[0]->setRotation(0, 0, 0);
crates[0]->getBody2D().setLinearVelocity(Vector2(0, 0));
crates[0]->getBody2D().setAngularVelocity(0);
crates[0]->getBody2D().setLinearDamping(0);
crates[0]->getBody2D().setAngularDamping(0);
crates[0]->getBody2D().resetMassData();
crates[1]->setPosition(110, 100);
crates[1]->getBody2D().setLinearVelocity(Vector2(0, 0));
crates[2]->setPosition(500, 300);
crates[2]->getBody2D().setLinearVelocity(Vector2(0, 0));
crates[3]->setPosition(700, 300);
crates[3]->getBody2D().setLinearVelocity(Vector2(0, 0));
ball->setPosition(130, 450);
ball->getBody2D().setLinearVelocity(Vector2(0, 0));
}
void init(){
text.setText("Press any key to reset");
text.setAnchorPreset(AnchorPreset::CENTER_TOP);
for (int i = 0; i < MAXCRATES; i++){
crates[i] = new Sprite(&scene);
}
ball = new Sprite(&scene);
camera.setType(CameraType::CAMERA_ORTHO);
scene.setCamera(camera.getEntity());
scene.setBackgroundColor(0.6, 0.6, 0.6);
crates[0]->setTexture("crate.png");
crates[0]->setName("crate0");
crates[0]->setSize(100, 100);
crates[0]->setPivotPreset(PivotPreset::CENTER);
Body2D body = crates[0]->getBody2D();
body.createCenteredRectShape(100, 100, Vector2(0,0), 0);
body.setShapeDensity(1.0);
body.load();
crates[1]->setTexture("crate.png");
crates[1]->setName("crate1");
crates[1]->setSize(100, 100);
crates[1]->setPivotPreset(PivotPreset::CENTER);
Body2D body1 = crates[1]->getBody2D();
body1.createCenteredRectShape(100, 100);
body1.setShapeDensity(1.0);
body1.setType(BodyType::STATIC);
body1.load();
crates[2]->setTexture("crate.png");
crates[2]->setName("crate2");
crates[2]->setSize(100, 100);
crates[2]->setPivotPreset(PivotPreset::CENTER);
Body2D body2 = crates[2]->getBody2D();
body2.createCenteredRectShape(100, 100);
body2.setShapeDensity(1.0);
body2.load();
crates[3]->setTexture("crate.png");
crates[3]->setName("crate3");
crates[3]->setSize(100, 100);
crates[3]->setPivotPreset(PivotPreset::CENTER);
Body2D body3 = crates[3]->getBody2D();
body3.createCenteredRectShape(100, 100);
body3.setShapeDensity(1.0);
body3.setType(BodyType::STATIC);
body3.load();
ball->setTexture("SoccerBall.png");
ball->setName("soccerball");
ball->setSize(50, 50);
ball->setPivotPreset(PivotPreset::CENTER);
Body2D bodyball = ball->getBody2D();
bodyball.createCircleShape(Vector2(0, 0), 25);
bodyball.setShapeDensity(1.0);
bodyball.load();
startPositions();
scene.getSystem<PhysicsSystem>()->shouldCollide2D = shouldCollide;
scene.getSystem<PhysicsSystem>()->beginContact2D = beginContact2D;
scene.getSystem<PhysicsSystem>()->endContact2D = endContact2D;
scene.getSystem<PhysicsSystem>()->preSolve2D = preSolve2D;
scene.getSystem<PhysicsSystem>()->postSolve2D = postSolve2D;
//scene.getSystem<PhysicsSystem>()->setGravity(0,10);
joint.setDistanceJoint(body2.getEntity(), body3.getEntity(), Vector2(crates[2]->getPosition()), Vector2(crates[3]->getPosition()));
Engine::setScalingMode(Scaling::FITWIDTH);
Engine::setCanvasSize(1000,480);
Engine::setScene(&scene);
Engine::addSceneLayer(&uiscene);
Engine::onKeyDown = onKeyDown;
}
void onKeyDown(int key, bool repeat, int mods){
startPositions();
}