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#include "Entity.hpp"
#include "SimBase.hpp"
void Entity::create()
{
if (!hSim || body || !radius)
{
return;
}
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position = { hSim->prms.worldRad, hSim->prms.worldRad };
float hypotenuse = hSim->prms.worldRad - radius;
while (bodyDef.position.x * bodyDef.position.x + bodyDef.position.y * bodyDef.position.y > hypotenuse * hypotenuse)
{
bodyDef.position.x = realRand(-hSim->prms.worldRad, hSim->prms.worldRad);
bodyDef.position.y = realRand(-hSim->prms.worldRad, hSim->prms.worldRad);
}
bodyDef.angle = realRand(0.f, 360.f / Params::RAD_DGRS);
bodyDef.linearDamping = 0.1f;
bodyDef.angularDamping = 0.1f;
bodyDef.allowSleep = true;
bodyDef.userData = this;
body = hSim->tank.world.CreateBody(&bodyDef);
b2CircleShape shape;
shape.m_radius = radius;
b2FixtureDef fixture;
fixture.shape = &shape;
fixture.friction = 1.f;
fixture.restitution = 1.f;
fixture.density = 1.f;
body->CreateFixture(&fixture);
if (radius == Params::PELLET_RAD)
{
++hSim->pelletCount;
hSim->text.pelletCnt.setString("Pellet count: " + nts(hSim->pelletCount) + " / " + nts(hSim->prms.pelletQtty));
}
else if (radius == Params::CORPSE_RAD)
{
++hSim->corpseCount;
hSim->text.corpseCnt.setString("Corpse count: " + nts(hSim->corpseCount));
}
else if (radius == Params::GUPPIE_RAD)
{
++hSim->guppieCount;
hSim->text.guppieCnt.setString("Guppie count: " + nts(hSim->guppieCount));
((Guppie *)this)->energy = hSim->prms.initEnergy;
body->SetLinearDamping(2.f);
body->SetAngularDamping(2.f);
((b2CircleShape *)body->GetFixtureList()->GetShape())->m_radius = hSim->prms.EGG_RAD;
}
}
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