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189 lines (142 loc) · 5.16 KB
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----------------------------------------------------------------
-- Copyright (c) 2010-2017 Zipline Games, Inc.
-- All Rights Reserved.
-- http://getmoai.com
----------------------------------------------------------------
--[[
arcade style collision proof of concept. motivation is to provide an alternative
to box2d for arcade style games (top down scrollers and platformers). in particular,
platformers can benefit from a tighter integration of physics and terrain. will
also allow instancing of collision objects through tilemaps.
]]--
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_ACTIVE_PROP_BOUNDS, 2, 0, 0, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_ACTIVE_OVERLAP_PROP_BOUNDS, 2, 1, 1, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_ACTIVE_TOUCHED_PROP_BOUNDS, 2, 1, 0, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_CONTACT_NORMAL, 1, 0, 1, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_CONTACT_POINT_CORNER_EDGE_NORMAL, 1, 1, 0, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_CONTACT_POINT_CORNER_TANGENT, 1, 0.85, 0, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_CONTACT_POINT_CORNER, 1, 1, 1, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_CONTACT_POINT_CROSSING, 1, 1, 0, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_CONTACT_POINT_LEAVING, 1, 1, 0, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_CONTACT_POINT_PARALLEL, 1, 0, 1, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_MOVE_RETICLE, 1, 1, 1, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_OVERLAP_PROP_BOUNDS, 2, 0, 1, 0 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_OVERLAPS, 4, 1, 0, 1 )
MOAIDebugLinesMgr.setStyle ( MOAICollisionProp.DEBUG_DRAW_COLLISION_WORLD_BOUNDS, 1, 0.5, 0.5, 0.5 )
MOAISim.openWindow ( "test", 320, 480 )
viewport = MOAIViewport.new ()
viewport:setSize ( 320, 480 )
viewport:setScale ( 320, 480 )
onOverlap = function ( event, prop1, prop2 )
local eventName
eventName = ( event == MOAICollisionWorld.OVERLAP_BEGIN ) and 'BEGIN' or eventName
eventName = ( event == MOAICollisionWorld.OVERLAP_END ) and 'END' or eventName
eventName = ( event == MOAICollisionWorld.OVERLAP_UPDATE ) and 'UPDATE' or eventName
print ( eventName, prop1, prop2 )
if event == MOAICollisionWorld.OVERLAP_END then print () end
end
camera = MOAICamera.new ()
world = MOAICollisionWorld.new ()
world:setCallback ( onOverlap )
world:start ()
debugLayer = MOAIPartitionViewLayer.new ()
debugLayer:setViewport ( viewport )
debugLayer:setLayerPartition ( world )
debugLayer:setCamera ( camera )
debugLayer:pushRenderPass ()
collDeck = MOAICollisionDeck.new ()
collDeck:reserveShapes ( 1 )
collDeck:setQuad ( 1,
-64, -64,
64, -64,
64, 64,
-64, 64
)
--[[
collDeck:setQuad ( 1,
0, 64,
-64, 0,
0, -64,
64, 0
)
]]--
makePropWithColl = function ()
local coll = MOAICollisionProp.new ()
coll:setParent ( prop )
coll:setDeck ( collDeck )
coll:setOverlapFlags ( 0 )
--coll:setOverlapFlags ( MOAICollisionProp.OVERLAP_EVENTS_ON_UPDATE + MOAICollisionProp.OVERLAP_EVENTS_LIFECYCLE )
--coll:setOverlapFlags ( MOAICollisionProp.OVERLAP_EVENTS_LIFECYCLE + MOAICollisionProp.OVERLAP_CALCULATE_BOUNDS )
--coll:setGroupMask ( group or MOAICollisionProp.CATEGORY_MASK_ALL )
coll:setPartition ( world )
return coll
end
local coll2 = makePropWithColl ()
coll2:setLoc ( 0, 0, 0 )
coll2:setRot ( 0, 0, 45 )
local coll3 = makePropWithColl ()
coll3:setLoc ( -128, 0, 0 )
coll3:setRot ( 0, 0, 45 )
local coll4 = makePropWithColl ()
coll4:setLoc ( 128, 0, 0 )
coll4:setRot ( 0, 0, 45 )
local coll1 = makePropWithColl ()
coll1:setLoc ( 0, 160, 0 )
--coll1:setLoc ( -64, 0, 0 )
--coll1:setLoc ( 32, 128, 0 )
coll1:setScl ( 0.5, 0.5, 1 )
--camera:setParent ( coll1 )
camera:setAttrLink ( MOAITransform.INHERIT_LOC, coll1, MOAITransform.TRANSFORM_TRAIT )
main = function ()
local keyboard = MOAIInputMgr.device.keyboard
local ACC = 6
local DAMP = 0
--local ACC = 0.15
--local DAMP = 0.97
local xd = 0
local yd = 0
while true do
if keyboard:keyIsDown ( MOAIKeyCode.SPACE ) then
xd = 2
yd = 2
DAMP = 1
end
if keyboard:keyIsDown ( MOAIKeyCode.RIGHT ) then
xd = xd + ACC
end
if keyboard:keyIsDown ( MOAIKeyCode.LEFT ) then
xd = xd - ACC
end
if keyboard:keyIsDown ( MOAIKeyCode.UP ) then
yd = yd + ACC
end
if keyboard:keyIsDown ( MOAIKeyCode.DOWN ) then
yd = yd - ACC
end
coll1:collisionMove ( xd, yd, 0, MOAICollisionProp.SURFACE_MOVE_SLIDE )
--coll1:collisionMove ( 1, 0, 0 )
xd = xd * DAMP
yd = yd * DAMP
xd = math.abs ( xd ) >= 0.01 and xd or 0
yd = math.abs ( yd ) >= 0.01 and yd or 0
local rd = 0
if keyboard:keyIsDown ( 'p' ) then
rd = rd - 1
end
if keyboard:keyIsDown ( 'o' ) then
rd = rd + 1
end
coll2:moveRot ( 0, 0, rd )
local s = 0.0
if keyboard:keyIsDown ( 'a' ) then
s = s - 0.01
end
if keyboard:keyIsDown ( 's' ) then
s = s + 0.01
end
coll2:moveScl ( s, s, 0 )
coroutine.yield ()
end
end
thread = MOAICoroutine.new ()
thread:run ( main )