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objet.cpp 2.88 KiB
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Objet::Objet(b2World & world, Position p, Type type, Angle theta) : p(p), type(type),  theta(theta), world(&world)
    b2BodyDef bodyDef;
    bodyDef.type = b2_dynamicBody;
    bodyDef.position.Set(p.x/100.,p.y/100.);

    body = world.CreateBody(&bodyDef);

    if (type == blackCoin || type == whiteCoin )
    {
        b2CircleShape circle;
        b2FixtureDef fixtureDef;
        fixtureDef.shape = &circle;
        circle.m_radius = 0.4f; //0.6f
        circle.m_p.Set(0.,0.);
        fixtureDef.density = 1.0f;
        fixtureDef.friction = 0.4f;
        fixtureDef.filter.maskBits = 0x3;
        fixtureDef.filter.categoryBits = 0x1;
        body->CreateFixture(&fixtureDef);
    }
    else
    {
        vertices[0].Set(0.0f, -0.70f);
        vertices[1].Set(0.0f, 0.0f);
        vertices[2].Set(-1.5f, 0.0f);
        vertices[3].Set(-1.5f, -0.70f);

        int32 count = 4;
        b2PolygonShape polygon;
        polygon.Set(vertices, count);
        b2FixtureDef fixtureDef;
        fixtureDef.shape = &polygon;
        fixtureDef.density = 1.0f;
        fixtureDef.friction = 0.4f;
        fixtureDef.filter.maskBits = 0x3;
        fixtureDef.filter.categoryBits = 0x1;
        body->CreateFixture(&fixtureDef);
    world->DestroyBody(body);
}

void Objet::paint(QPainter &pa)
{
    switch (type)
    {
        case blackCoin:
        {
            pa.setBrush(QBrush(QColor("black")));
            pa.setPen(QBrush(QColor("black")));

            pa.drawEllipse(QPoint(p.x,-p.y),60,-60);
            break;
        }
        case whiteCoin:
        {
            pa.setBrush(QBrush(QColor("white")));
            pa.setPen(QBrush(QColor("white")));

            pa.drawEllipse(QPoint(p.x,-p.y),60,-60);
            break;
        }
        case goldBar:
        {
            pa.setBrush(QBrush(QColor("yellow")));
            pa.setPen(QBrush(QColor("yellow")));

            pa.drawRect(0,0,150,-70);
            pa.rotate(theta*180/3.14);
            pa.translate(QPointF(-p.x,p.y));
            break;
        }
    }
    return;
}

void Objet::updatePos()
{
    p.x = 100*body->GetPosition().x;
    p.y = 100*body->GetPosition().y;

    float friction = 0.5;
	b2Vec2 velocity = body->GetLinearVelocity();
	float32 speed = velocity.Length();

	if(speed > FLT_EPSILON)
	{
		float32 newSpeed = speed - friction;
		if(newSpeed < 0)
			newSpeed = 0;
		velocity *= newSpeed/speed;
		body->SetLinearVelocity(velocity);
	}

	float angular = body->GetAngularVelocity();
	if(angular > 0)
	{
		angular -= angularFriction;
		if(angular < 0)
			angular = 0;
	}
	else
	{
		angular += angularFriction;
		if(angular > 0)
			angular = 0;
	}
	body->SetAngularVelocity(angular);

}