axmol/samples/TestCpp/Classes/ChipmunkAccelTouchTest/ChipmunkAccelTouchTest.cpp

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//
// Accelerometer + Chipmunk physics + multi touches example
// a cocos2d example
// http://www.cocos2d-x.org
//
#include "ChipmunkAccelTouchTest.h"
enum {
kTagParentNode = 1,
};
// callback to remove Shapes from the Space
void removeShape( cpBody *body, cpShape *shape, void *data )
{
cpShapeFree( shape );
}
ChipmunkPhysicsSprite::ChipmunkPhysicsSprite()
: m_pBody(NULL)
{
}
ChipmunkPhysicsSprite::~ChipmunkPhysicsSprite()
{
cpBodyEachShape(m_pBody, removeShape, NULL);
cpBodyFree( m_pBody );
}
void ChipmunkPhysicsSprite::setPhysicsBody(cpBody * body)
{
m_pBody = body;
}
// this method will only get called if the sprite is batched.
// return YES if the physics values (angles, position ) changed
// If you return NO, then nodeToParentTransform won't be called.
bool ChipmunkPhysicsSprite::isDirty(void)
{
return true;
}
CCAffineTransform ChipmunkPhysicsSprite::nodeToParentTransform(void)
{
float x = m_pBody->p.x;
float y = m_pBody->p.y;
if ( isIgnoreAnchorPointForPosition() ) {
x += m_tAnchorPointInPoints.x;
y += m_tAnchorPointInPoints.y;
}
// Make matrix
float c = m_pBody->rot.x;
float s = m_pBody->rot.y;
if( ! m_tAnchorPointInPoints.equals(CCPointZero) ){
x += c*-m_tAnchorPointInPoints.x + -s*-m_tAnchorPointInPoints.y;
y += s*-m_tAnchorPointInPoints.x + c*-m_tAnchorPointInPoints.y;
}
// Rot, Translate Matrix
m_tTransform = CCAffineTransformMake( c, s,
-s, c,
x, y );
return m_tTransform;
}
ChipmunkAccelTouchTestLayer::ChipmunkAccelTouchTestLayer()
{
// enable events
setTouchEnabled(true);
setAccelerometerEnabled(true);
// title
CCLabelTTF *label = CCLabelTTF::create("Multi touch the screen", "Marker Felt", 36);
label->setPosition(ccp( VisibleRect::center().x, VisibleRect::bottom().y - 30));
this->addChild(label, -1);
// reset button
createResetButton();
// init physics
initPhysics();
#if 1
// Use batch node. Faster
CCSpriteBatchNode *parent = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 100);
m_pSpriteTexture = parent->getTexture();
#else
// doesn't use batch node. Slower
m_pSpriteTexture = CCTextureCache::sharedTextureCache()->addImage("Images/grossini_dance_atlas.png");
CCNode *parent = CCNode::create();
#endif
addChild(parent, 0, kTagParentNode);
addNewSpriteAtPosition(ccp(200,200));
scheduleUpdate();
}
ChipmunkAccelTouchTestLayer::~ChipmunkAccelTouchTestLayer()
{
// manually Free rogue shapes
for( int i=0;i<4;i++) {
cpShapeFree( m_pWalls[i] );
}
cpSpaceFree( m_pSpace );
}
void ChipmunkAccelTouchTestLayer::initPhysics()
{
// init chipmunk
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//cpInitChipmunk();
m_pSpace = cpSpaceNew();
m_pSpace->gravity = cpv(0, -100);
//
// rogue shapes
// We have to free them manually
//
// bottom
m_pWalls[0] = cpSegmentShapeNew( m_pSpace->staticBody,
cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y),
cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), 0.0f);
// top
m_pWalls[1] = cpSegmentShapeNew( m_pSpace->staticBody,
cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y),
cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
// left
m_pWalls[2] = cpSegmentShapeNew( m_pSpace->staticBody,
cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y),
cpv(VisibleRect::leftTop().x,VisibleRect::leftTop().y), 0.0f);
// right
m_pWalls[3] = cpSegmentShapeNew( m_pSpace->staticBody,
cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y),
cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
for( int i=0;i<4;i++) {
m_pWalls[i]->e = 1.0f;
m_pWalls[i]->u = 1.0f;
cpSpaceAddStaticShape(m_pSpace, m_pWalls[i] );
}
}
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void ChipmunkAccelTouchTestLayer::update(float delta)
{
// Should use a fixed size step based on the animation interval.
int steps = 2;
float dt = CCDirector::sharedDirector()->getAnimationInterval()/(float)steps;
for(int i=0; i<steps; i++){
cpSpaceStep(m_pSpace, dt);
}
}
void ChipmunkAccelTouchTestLayer::createResetButton()
{
CCMenuItemImage *reset = CCMenuItemImage::create("Images/r1.png", "Images/r2.png", this, menu_selector(ChipmunkAccelTouchTestLayer::reset));
CCMenu *menu = CCMenu::create(reset, NULL);
menu->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y + 30));
this->addChild(menu, -1);
}
void ChipmunkAccelTouchTestLayer::reset(CCObject* sender)
{
CCScene* s = new ChipmunkAccelTouchTestScene();
ChipmunkAccelTouchTestLayer* child = new ChipmunkAccelTouchTestLayer();
s->addChild(child);
child->release();
CCDirector::sharedDirector()->replaceScene(s);
s->release();
}
void ChipmunkAccelTouchTestLayer::addNewSpriteAtPosition(CCPoint pos)
{
int posx, posy;
CCNode *parent = getChildByTag(kTagParentNode);
posx = CCRANDOM_0_1() * 200.0f;
posy = CCRANDOM_0_1() * 200.0f;
posx = (posx % 4) * 85;
posy = (posy % 3) * 121;
ChipmunkPhysicsSprite *sprite = new ChipmunkPhysicsSprite();
sprite->initWithTexture(m_pSpriteTexture, CCRectMake(posx, posy, 85, 121));
sprite->autorelease();
parent->addChild(sprite);
sprite->setPosition(pos);
int num = 4;
cpVect verts[] = {
cpv(-24,-54),
cpv(-24, 54),
cpv( 24, 54),
cpv( 24,-54),
};
cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero));
body->p = cpv(pos.x, pos.y);
cpSpaceAddBody(m_pSpace, body);
cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero);
shape->e = 0.5f; shape->u = 0.5f;
cpSpaceAddShape(m_pSpace, shape);
sprite->setPhysicsBody(body);
}
void ChipmunkAccelTouchTestLayer::onEnter()
{
CCLayer::onEnter();
}
void ChipmunkAccelTouchTestLayer::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
//Add a new body/atlas sprite at the touched location
CCSetIterator it;
CCTouch* touch;
for( it = touches->begin(); it != touches->end(); it++)
{
touch = (CCTouch*)(*it);
if(!touch)
break;
CCPoint location = touch->getLocation();
addNewSpriteAtPosition( location );
}
}
void ChipmunkAccelTouchTestLayer::didAccelerate(CCAcceleration* pAccelerationValue)
{
static float prevX=0, prevY=0;
#define kFilterFactor 0.05f
float accelX = (float) pAccelerationValue->x * kFilterFactor + (1- kFilterFactor)*prevX;
float accelY = (float) pAccelerationValue->y * kFilterFactor + (1- kFilterFactor)*prevY;
prevX = accelX;
prevY = accelY;
CCPoint v = ccp( accelX, accelY);
v = ccpMult(v, 200);
m_pSpace->gravity = cpv(v.x, v.y);
}
void ChipmunkAccelTouchTestScene::runThisTest()
{
CCLayer* pLayer = new ChipmunkAccelTouchTestLayer();
addChild(pLayer);
pLayer->release();
CCDirector::sharedDirector()->replaceScene(this);
}