2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-12-31 12:12:40 +08:00
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2022-07-09 22:23:34 +08:00
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https://axis-project.github.io/
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2021-12-31 12:12:40 +08:00
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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2021-12-31 12:12:40 +08:00
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2019-11-23 20:27:39 +08:00
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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2021-12-31 12:12:40 +08:00
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2019-11-23 20:27:39 +08:00
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "Paddle.h"
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USING_NS_CC;
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Paddle::Paddle() {}
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Paddle::~Paddle() {}
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Rect Paddle::getRect()
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{
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auto s = getTexture()->getContentSize();
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return Rect(-s.width / 2, -s.height / 2, s.width, s.height);
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}
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Paddle* Paddle::createWithTexture(Texture2D* aTexture)
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{
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Paddle* pPaddle = new Paddle();
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pPaddle->initWithTexture(aTexture);
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pPaddle->autorelease();
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return pPaddle;
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}
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bool Paddle::initWithTexture(Texture2D* aTexture)
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{
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if (Sprite::initWithTexture(aTexture))
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{
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_state = kPaddleStateUngrabbed;
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}
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return true;
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}
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void Paddle::onEnter()
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{
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Sprite::onEnter();
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// Register Touch Event
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auto listener = EventListenerTouchOneByOne::create();
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listener->setSwallowTouches(true);
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listener->onTouchBegan = CC_CALLBACK_2(Paddle::onTouchBegan, this);
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listener->onTouchMoved = CC_CALLBACK_2(Paddle::onTouchMoved, this);
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listener->onTouchEnded = CC_CALLBACK_2(Paddle::onTouchEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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}
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void Paddle::onExit()
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{
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// auto director = Director::getInstance();
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// director->getTouchDispatcher()->removeDelegate(this);
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Sprite::onExit();
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}
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bool Paddle::containsTouchLocation(Touch* touch)
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{
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return getRect().containsPoint(convertTouchToNodeSpaceAR(touch));
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}
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bool Paddle::onTouchBegan(Touch* touch, Event* event)
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{
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CCLOG("Paddle::onTouchBegan id = %d, x = %f, y = %f", touch->getID(), touch->getLocation().x,
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touch->getLocation().y);
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if (_state != kPaddleStateUngrabbed)
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return false;
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if (!containsTouchLocation(touch))
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return false;
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_state = kPaddleStateGrabbed;
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CCLOG("return true");
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return true;
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}
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void Paddle::onTouchMoved(Touch* touch, Event* event)
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{
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// If it weren't for the TouchDispatcher, you would need to keep a reference
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// to the touch from touchBegan and check that the current touch is the same
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// as that one.
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// Actually, it would be even more complicated since in the Cocos dispatcher
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// you get Sets instead of 1 UITouch, so you'd need to loop through the set
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// in each touchXXX method.
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CCLOG("Paddle::onTouchMoved id = %d, x = %f, y = %f", touch->getID(), touch->getLocation().x,
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touch->getLocation().y);
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CCASSERT(_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");
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auto touchPoint = touch->getLocation();
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setPosition(Vec2(touchPoint.x, getPosition().y));
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}
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Paddle* Paddle::clone() const
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{
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Paddle* ret = Paddle::createWithTexture(_texture);
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ret->_state = _state;
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ret->setPosition(getPosition());
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ret->setAnchorPoint(getAnchorPoint());
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return ret;
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}
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void Paddle::onTouchEnded(Touch* touch, Event* event)
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{
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CCASSERT(_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");
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_state = kPaddleStateUngrabbed;
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}
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