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Welcome to the AdaPhysics2D wiki! This will describe how to use the engine easily.
First, you need to create a World object (in the Worlds package), and initialize it with its delta time dt
. This is the time that will be used while integrating the forces and the velocities: the smaller the better, but keep in mind that a too small value will be very intensive. In the code below, you can as well edit the fps
that stands for "frames per seconds", and it will automatically deduce the the dt
to use.
with Worlds;
procedure Main is
W1 : Worlds.World;
fps : Float := 30;
dt : Float := 1.0 / fps;
begin
W1.Init(dt);
end Main;
Now that the world is created, you need to add entities to it. Each type of entity has its own package. For now, there is only two: Circles and Rectangles. Each package comes with a Create member function returning an access to the entity. Here's how to create an entity of each type, with its parameters:
with Worlds;
with Rectangles;
with Circles;
procedure Main is
W1 : Worlds.World;
C1 : Circles.CircleAcc;
R1 : Rectangles.RectangleAcc;
fps : Float := 30;
dt : Float := 1.0 / fps;
begin
W1.Init(dt);
-- Create a Circle.
--
C1 := Circles.Create(Pos => (0.0, 5.0), -- the (x, y) coordinates of the center of the circle
Vel => (0.0, 0.0), -- the (x, y) initial speed of the circle
Grav => (0.0, 9.81), -- the (x, y) force field in which of the circle is
Mass => 10.0, -- the mass of the object
Rest => 0.5, -- the restitution factor, i.e. the "bounciness" of the object
Rad => 5.0); -- the radius of the circle
R1 := Rectangles.Create(Vec1, VecZero, VecZero, Vec2, 0.0, 1.0);
end Main;