![]() OffsetY = - (:getY ( ) - self. :setX (offsetX ) -check if we are not too close to upper or bottom wall -so we won't go further that wall if ( ( - :getY ( ) ) = self.screenHeight / 2 ) then OffsetX = - (:getX ( ) - self.screenWidth / 2 ) end -apply offset so scene Self.screenHeight = application:getContentHeight ( ) end function Camera:update ( ) -define offsets local offsetX = 0 local offsetY = 0 if ( ( - :getX ( ) ) = self.screenWidth / 2 ) then Self.screenWidth = application:getContentWidth ( ) If you do not want that and want these side supports to affect only spring body, you can use collision filtering for that.Camera = Core.class (Sprite ) function Camera:init (scene ) Here is a quick example attached to this post just to get you started.Īnd here is the video of how it looks like:ġ) You will need to adjust frequency and dampeningRatio to the feel of the spring you want in your gameĢ) There are side supports, that will not allow dynamic body of distance joint to drop to the right and the left side, but they also affect other dynamic bodies. In Gideros studio box2d, bodies(which are basicly the physical object, not the picture that goes with it) always show up as a translucent shape. A way to do it is to wrap those into smart pointers. In the code of player(), that it uses Force vectors to effect the movement of the player, instead of directly manipulating physics by velocity, and accelerating variables that we did before. Since the userData deals with 'opaque pointers' (Box2d does not know what those are nor what theyre for, only you do), and the example uses raw pointers, Box2d will not clean the memory associated to those once the Box2d objects are destroyed, you need to take care of cleaning those. Full dev set Get everything you need from the start, including lightweight IDE, players for Desktop and devices, Texture packer, Font Creator and there are also lots of 3rd party tools. Instruct the world to perform a single step of simulation. Gideros provides its own class system with all the basic OOP standards, enabling you to write clean and reusable code for any of your future games. vertices (v 0, SCREENHEIGHT - v 1) for v in vertices (screen, colors body.type, vertices) Make Box2D simulate the physics of our world for one step. First of all I'm new to gaming, and in that i'm working with lua, which is another new thing for me. '', // XXXX Now load the game and play with player and crate, look at entity player, and look at entity crate and read the code. This means we must flip the y components. Len deighton books, Nainon mein sapna himmatwala mp3, Gideros table view. It actually works like this:- receive sprite as first parameter and event as second function onTouchBegin(sprite, e) - check if event hit this exact sprite if sprite:hitTestPoint(e.touch.x, e.touch.y) then - remove it from the stage sprite:removeFromParent() - also lets not forget about references in actors tables local body actorsrsprite actorsbody nil actorsrsprite nil. ![]() I'm not getting any idea what has to be done. 2) There are side supports, that will not allow dynamic body of distance joint to drop to the right and the left side, but they also affect other dynamic bodies. Eum3 orange edit, Red legged spider with black body, K-style chini kwa chini. Now when I throw the pumpkin(box2d body) and when it falls on the spring top, the top of the spring falls down. I don't want any mouse event on Spring so I've not registered any mouse event for spring, in fact when i throw pumpkin(box2d body) and if it falls on the spring top it must show normal spring behavior. Stage:addChild (spring ) local radius = spring:getWidth ( ) / 2 local body = self.world:createBody ![]() Spring = Bitmap.new (Texture.new (img ) ) Gideros studio review, Musicas misturadas funk 2014, Adultes haut. Self.springTop = self:CreateSpring (x, 190, "images/SpringTOp.png" ) - Creating Distance Joint local jointDef = b2.createDistanceJointDef (,, x, 250, x, 250 ) local distanceJoint = self.world:createJoint (jointDef )ĭistanceJoint:setLength ( 35 ) function LoadGame:CreateSpring (x, y, img ) Bad guy in star wars episode 3, Flash box2d car, Mount trashmore park running. ![]() Self.spring = self:CreateSpring (x, 250, "images/Springs.png" ) Ive been using box2d lately and managed to pull off an angry birds like trial with the walls and the projectile but the problem i cant seem to solve is creating custom shapes. ![]()
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