mirror of https://github.com/axmolengine/axmol.git
188 lines
5.2 KiB
C++
188 lines
5.2 KiB
C++
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//
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// HelloWorldScene.cpp
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// ___PROJECTNAME___
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//
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// Created by ___FULLUSERNAME___ on ___DATE___.
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// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
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//
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#include "HelloWorldScene.h"
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using namespace cocos2d;
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enum {
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kTagBatchNode = 1,
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};
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static void
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eachShape(void *ptr, void* unused)
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{
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cpShape *shape = (cpShape*) ptr;
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CCSprite *sprite = (CCSprite*)shape->data;
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if( sprite )
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{
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cpBody *body = shape->body;
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// TIP: cocos2d and chipmunk uses the same struct to store it's position
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// chipmunk uses: cpVect, and cocos2d uses CGPoint but in reality the are the same
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// since v0.7.1 you can mix them if you want.
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sprite->setPosition(CCPointMake(body->p.x, body->p.y));
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sprite->setRotation((float) CC_RADIANS_TO_DEGREES( -body->a ));
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}
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}
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HelloWorld::HelloWorld()
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{
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}
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HelloWorld::~HelloWorld()
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{
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}
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CCScene* HelloWorld::scene()
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{
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// 'scene' is an autorelease object.
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CCScene *scene = CCScene::node();
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// 'layer' is an autorelease object.
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HelloWorld *layer = HelloWorld::node();
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// add layer as a child to scene
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scene->addChild(layer);
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// return the scene
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return scene;
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}
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void HelloWorld::addNewSpriteX(float x, float y)
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{
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int posx, posy;
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CCSpriteBatchNode *batch = (CCSpriteBatchNode*) getChildByTag(kTagBatchNode);
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posx = (CCRANDOM_0_1() * 200);
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posy = (CCRANDOM_0_1() * 200);
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posx = (posx % 4) * 85;
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posy = (posy % 3) * 121;
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CCSprite *sprite = CCSprite::spriteWithBatchNode(batch, CCRectMake(posx, posy, 85, 121));
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batch->addChild(sprite);
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sprite->setPosition(ccp(x, y));
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int num = 4;
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cpVect verts[] = {
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cpv(-24,-54),
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cpv(-24, 54),
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cpv( 24, 54),
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cpv( 24,-54),
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};
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cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpv(0, 0)));
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// TIP:
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// since v0.7.1 you can assign CGPoint to chipmunk instead of cpVect.
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// cpVect == CGPoint
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body->p = cpv(x, y);
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cpSpaceAddBody(space, body);
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cpShape* shape = cpPolyShapeNew(body, num, verts, cpv(0, 0));
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shape->e = 0.5f; shape->u = 0.5f;
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shape->data = sprite;
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cpSpaceAddShape(space, shape);
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}
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bool HelloWorld::init()
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{
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bool ret = false;
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if (ret = CCLayer::init())
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{
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setIsTouchEnabled(true);
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CCSize wins = CCDirector::sharedDirector()->getWinSize();
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cpInitChipmunk();
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cpBody *staticBody = cpBodyNew(INFINITY, INFINITY);
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space = cpSpaceNew();
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cpSpaceResizeStaticHash(space, 400.0f, 40);
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cpSpaceResizeActiveHash(space, 100, 600);
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space->gravity = cpv(0, 0);
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space->elasticIterations = space->iterations;
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cpShape *shape;
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// bottom
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shape = cpSegmentShapeNew(staticBody, cpv(0,0), cpv(wins.width,0), 0.0f);
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shape->e = 1.0f; shape->u = 1.0f;
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cpSpaceAddStaticShape(space, shape);
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// top
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shape = cpSegmentShapeNew(staticBody, cpv(0,wins.height), cpv(wins.width,wins.height), 0.0f);
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shape->e = 1.0f; shape->u = 1.0f;
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cpSpaceAddStaticShape(space, shape);
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// left
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shape = cpSegmentShapeNew(staticBody, cpv(0,0), cpv(0,wins.height), 0.0f);
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shape->e = 1.0f; shape->u = 1.0f;
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cpSpaceAddStaticShape(space, shape);
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// right
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shape = cpSegmentShapeNew(staticBody, cpv(wins.width,0), cpv(wins.width,wins.height), 0.0f);
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shape->e = 1.0f; shape->u = 1.0f;
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cpSpaceAddStaticShape(space, shape);
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CCSpriteBatchNode *batch = CCSpriteBatchNode::batchNodeWithFile("grossini_dance_atlas.png", 100);
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addChild(batch, 0, kTagBatchNode);
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addNewSpriteX(200, 200);
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schedule(schedule_selector(HelloWorld::step));
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}
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return ret;
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}
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void HelloWorld::onEnter()
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{
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CCLayer::onEnter();
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}
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void HelloWorld::step(ccTime delta)
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{
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int steps = 2;
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CGFloat dt = delta/(CGFloat)steps;
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for(int i=0; i<steps; i++)
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{
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cpSpaceStep(space, dt);
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}
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cpSpaceHashEach(space->activeShapes, &eachShape, NULL);
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cpSpaceHashEach(space->staticShapes, &eachShape, NULL);
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}
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void HelloWorld::ccTouchesEnded(CCSet *touches, CCEvent *event)
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{
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CCSetIterator it;
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CCTouch *touch;
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for (it = touches->begin(); it != touches->end(); it++) {
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touch = (CCTouch*)(*it);
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if (! touch) {
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break;
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}
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CCPoint location = touch->locationInView(touch->view());
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location = CCDirector::sharedDirector()->convertToGL(location);
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addNewSpriteX(location.x, location.y);
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}
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}
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