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tie
ohj1
2021s
esimerkit
Commits
4099fd81
Commit
4099fd81
authored
3 years ago
by
Vesa Lappalainen
Browse files
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AxleJoint ehdotus
parent
bd87d877
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Changes
2
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2 changed files
luennot/luento17/Hirsipuu/Hirsipuu.cs
+15
-5
15 additions, 5 deletions
luennot/luento17/Hirsipuu/Hirsipuu.cs
luennot/luento17/Liitos/Liitos.cs
+79
-17
79 additions, 17 deletions
luennot/luento17/Liitos/Liitos.cs
with
94 additions
and
22 deletions
luennot/luento17/Hirsipuu/Hirsipuu.cs
+
15
−
5
View file @
4099fd81
...
...
@@ -142,21 +142,31 @@ public class Hirsipuu : PhysicsGame
Add
(
varjo
,
2
);
varjo
.
MoveTo
(
kuu
.
Position
-
new
Vector
(
kuu
.
Width
,
0
),
2
);
// Pois Zoomaus
double
z
=
Camera
.
ZoomFactor
;
Timer
timer
=
new
Timer
();
timer
.
Interval
=
0.1
;
Color
c1
=
Color
.
Brown
;
double
colorFactor
=
0.999
;
timer
.
Timeout
+=
()
=>
{
Camera
.
ZoomFactor
=
z
;
z
*=
0.999
;
};
timer
.
Start
();
timer
.
Interval
=
0.1
;
// Pimennys
Timer
timer2
=
new
Timer
();
Color
c1
=
Color
.
Brown
;
double
colorFactor
=
0.9
;
timer2
.
Timeout
+=
()
=>
{
Level
.
Background
.
CreateGradient
(
c1
,
Color
.
Black
);
c1
.
GreenComponent
=
(
byte
)(
c1
.
GreenComponent
*
colorFactor
);
c1
.
RedComponent
=
(
byte
)(
c1
.
RedComponent
*
colorFactor
);
c1
.
BlueComponent
=
(
byte
)(
c1
.
BlueComponent
*
colorFactor
);
};
timer
.
Start
();
timer2
.
Interval
=
1
;
timer2
.
Start
();
KysyUusi
(
"Hävisit"
);
}
...
...
@@ -284,7 +294,7 @@ public class Hirsi : PhysicsObject
taso2
=
LuoOlio
(
taso
.
Position
-
new
Vector
(
0
,
30
),
600
,
30
,
Kuva
,
1
,
true
,
0
);
r1
=
LuoOlio
(
new
Vector
(
taso
.
Right
-
kirjaimenKoko
*
1.4
-
40
-
20
,
taso
.
Top
+
tolppanKorkeus
/
2
-
20
+
1
),
40
,
tolppanKorkeus
+
20
,
Kuva
,
-
1
,
false
,
1
);
r2
=
LuoOlio
(
new
Vector
(
taso
.
Right
-
20
,
taso
.
Top
+
tolppanKorkeus
/
2
-
20
+
1
),
40
,
tolppanKorkeus
+
20
,
Kuva
,
-
1
);
r2
.
CanRotate
=
false
;
r1
.
CanRotate
=
r2
.
CanRotate
=
false
;
peli
.
Add
(
new
AxleJoint
(
r1
,
taso
,
new
Vector
(
0
,
-
r1
.
Height
/
2
+
10
+
15
)));
peli
.
Add
(
new
AxleJoint
(
r2
,
taso
,
new
Vector
(
0
,
-
r2
.
Height
/
2
+
10
+
15
)));
...
...
@@ -356,7 +366,7 @@ public class Hirsi : PhysicsObject
// peli.Remove(taso2);
taso2
.
Position
-=
new
Vector
(
0
,
100
);
paa
.
Image
=
Game
.
LoadImage
(
"kuollutpaa"
);
r2
.
CanRotate
=
true
;
r1
.
CanRotate
=
r2
.
CanRotate
=
true
;
Explosion
rajahdys
=
new
Explosion
(
jakkara
.
Width
);
rajahdys
.
Position
=
new
Vector
(
taso
.
Right
,
taso
.
Bottom
);
...
...
This diff is collapsed.
Click to expand it.
luennot/luento17/Liitos/Liitos.cs
+
79
−
17
View file @
4099fd81
...
...
@@ -7,29 +7,91 @@ using Jypeli.Farseer;
public
class
Liitos
:
PhysicsGame
{
public
class
AxleJoint
:
Jypeli
.
AxleJoint
{
internal
FSJoint
InnerJoint
{
get
{
return
(
FSJoint
)
innerJoint
;
}
set
{
innerJoint
=
value
;
}
}
/// <summary>
/// Tällä voi säätää näytetäänkö liitospisteet
/// </summary>
public
static
bool
DrawJointPoints
{
set
;
get
;
}
/// <summary>
/// Luo uuden akseliliitoksen kahden olion välille.
/// </summary>
/// <param name="firstObject">Ensimmäinen olio</param>
/// <param name="secondObject">Toinen olio</param>
/// <param name="axlePosition">Liitoksen akselin paikka</param>
public
AxleJoint
(
PhysicsObject
firstObject
,
PhysicsObject
secondObject
,
Vector
axlePosition
,
Vector
axlePosition2
)
:
base
(
firstObject
,
secondObject
,
axlePosition
)
{
World
world
=
PhysicsGame
.
Instance
.
Engine
as
World
;
var
first
=
firstObject
.
Body
as
PhysicsBody
;
var
second
=
secondObject
.
Body
as
PhysicsBody
;
var
ap2
=
firstObject
.
Position
+
axlePosition
;
secondObject
.
Position
=
ap2
-
axlePosition2
;
InnerJoint
=
JointFactory
.
CreateDistanceJoint
(
world
,
first
.
FSBody
,
second
.
FSBody
,
axlePosition
*
FSConvert
.
DisplayToSim
,
axlePosition2
*
FSConvert
.
DisplayToSim
);
// axlePosition2 * FSConvert.DisplayToSim);
InnerJoint
.
DampingRatio
=
0.5f
;
InnerJoint
.
Frequency
=
50
;
if
(!
DrawJointPoints
)
return
;
var
dot
=
new
GameObject
(
15
,
15
,
Shape
.
Circle
);
dot
.
Color
=
Color
.
Red
;
dot
.
Position
=
firstObject
.
Position
+
axlePosition
;
firstObject
.
Add
(
dot
);
dot
=
new
GameObject
(
10
,
10
,
Shape
.
Circle
);
dot
.
Color
=
Color
.
Green
;
dot
.
Position
=
secondObject
.
Position
+
axlePosition2
;
secondObject
.
Add
(
dot
);
//InnerJoint.Enabled = false;
}
}
public
override
void
Begin
()
{
// AxleJoint.DrawJointPoints = true;
AxleJoint
.
DrawJointPoints
=
true
;
double
w
=
100
;
double
h
=
20
;
Level
.
Background
.
Color
=
Color
.
Black
;
var
osa1
=
new
PhysicsObject
(
200
,
30
);
var
osa1
=
new
PhysicsObject
(
w
,
h
);
osa1
.
Position
=
new
Vector
(-
w
,
300
);
osa1
.
MakeStatic
();
osa1
.
AddCollisionIgnoreGroup
(
1
);
//
osa1.AddCollisionIgnoreGroup(1);
Add
(
osa1
);
var
osa2
=
new
PhysicsObject
(
200
,
30
);
osa2
.
Position
=
new
Vector
(
osa1
.
Width
,
0
);
osa2
.
AddCollisionIgnoreGroup
(
1
);
Add
(
osa2
);
var
liitos
=
new
AxleJoint
(
osa1
,
osa2
,
new
Vector
(
osa1
.
Width
/
2
,
0
));
// liitos.Softness = 0;
Add
(
liitos
);
var
osa3
=
new
PhysicsObject
(
200
,
30
);
osa3
.
Position
=
new
Vector
(
osa1
.
Width
+
osa2
.
Width
,
0
);
osa3
.
AddCollisionIgnoreGroup
(
1
);
Add
(
osa3
);
var
liitos2
=
new
AxleJoint
(
osa2
,
osa3
,
new
Vector
(
osa2
.
Width
/
2
,
0
));
Add
(
liitos2
);
var
osa
=
osa1
;
for
(
int
i
=
0
;
i
<
5
;
i
++)
{
var
osa2
=
new
PhysicsObject
(
w
,
h
);
// osa2.AddCollisionIgnoreGroup(1);
Add
(
osa2
);
var
liitos
=
new
AxleJoint
(
osa
,
osa2
,
new
Vector
(
osa
.
Width
/
2
,
0
),
new
Vector
(-
osa2
.
Width
/
2
,
0
));
// liitos.Softness = 0;
Add
(
liitos
);
osa
=
osa2
;
}
Gravity
=
new
Vector
(
0
,
-
400
);
}
...
...
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Click to expand it.
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