axmol/template/xcode4/cocos2dx_chipmunk.xctemplate/Classes/HelloWorldScene.cpp

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