axmol/samples/Cpp/TestCpp/Classes/ChipmunkTest/ChipmunkTest.cpp

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//
// Accelerometer + Chipmunk physics + multi touches example
// a cocos2d example
// http://www.cocos2d-x.org
//
#include "ChipmunkTest.h"
enum {
kTagParentNode = 1,
};
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enum {
Z_PHYSICS_DEBUG = 100,
};
// callback to remove Shapes from the Space
ChipmunkTestLayer::ChipmunkTestLayer()
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
// enable events
setTouchEnabled(true);
setAccelerometerEnabled(true);
// title
LabelTTF *label = LabelTTF::create("Multi touch the screen", "Marker Felt", 36);
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label->setPosition(Point( VisibleRect::center().x, VisibleRect::top().y - 30));
this->addChild(label, -1);
// reset button
createResetButton();
// init physics
initPhysics();
#if 1
// Use batch node. Faster
SpriteBatchNode *parent = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 100);
_spriteTexture = parent->getTexture();
#else
// doesn't use batch node. Slower
_spriteTexture = TextureCache::getInstance()->addImage("Images/grossini_dance_atlas.png");
Node *parent = Node::create();
#endif
addChild(parent, 0, kTagParentNode);
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addNewSpriteAtPosition(Point(200,200));
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// menu for debug layer
MenuItemFont::setFontSize(18);
MenuItemFont *item = MenuItemFont::create("Toggle debug", CC_CALLBACK_1(ChipmunkTestLayer::toggleDebugCallback, this));
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Menu *menu = Menu::create(item, NULL);
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this->addChild(menu);
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menu->setPosition(Point(VisibleRect::right().x-100, VisibleRect::top().y-60));
scheduleUpdate();
#else
LabelTTF *label = LabelTTF::create("Should define CC_ENABLE_CHIPMUNK_INTEGRATION=1\n to run this test case",
"Arial",
18);
Size size = Director::getInstance()->getWinSize();
label->setPosition(Point(size.width/2, size.height/2));
addChild(label);
#endif
}
void ChipmunkTestLayer::toggleDebugCallback(Object* pSender)
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
_debugLayer->setVisible(! _debugLayer->isVisible());
#endif
}
ChipmunkTestLayer::~ChipmunkTestLayer()
{
// manually Free rogue shapes
for( int i=0;i<4;i++) {
cpShapeFree( _walls[i] );
}
cpSpaceFree( _space );
}
void ChipmunkTestLayer::initPhysics()
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
// init chipmunk
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//cpInitChipmunk();
_space = cpSpaceNew();
_space->gravity = cpv(0, -100);
//
// rogue shapes
// We have to free them manually
//
// bottom
_walls[0] = cpSegmentShapeNew( _space->staticBody,
cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y),
cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), 0.0f);
// top
_walls[1] = cpSegmentShapeNew( _space->staticBody,
cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y),
cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
// left
_walls[2] = cpSegmentShapeNew( _space->staticBody,
cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y),
cpv(VisibleRect::leftTop().x,VisibleRect::leftTop().y), 0.0f);
// right
_walls[3] = cpSegmentShapeNew( _space->staticBody,
cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y),
cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
for( int i=0;i<4;i++) {
_walls[i]->e = 1.0f;
_walls[i]->u = 1.0f;
cpSpaceAddStaticShape(_space, _walls[i] );
}
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// Physics debug layer
_debugLayer = PhysicsDebugNode::create(_space);
this->addChild(_debugLayer, Z_PHYSICS_DEBUG);
#endif
}
void ChipmunkTestLayer::update(float delta)
{
// Should use a fixed size step based on the animation interval.
int steps = 2;
float dt = Director::getInstance()->getAnimationInterval()/(float)steps;
for(int i=0; i<steps; i++){
cpSpaceStep(_space, dt);
}
}
void ChipmunkTestLayer::createResetButton()
{
MenuItemImage *reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", CC_CALLBACK_1(ChipmunkTestLayer::reset, this));
Menu *menu = Menu::create(reset, NULL);
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menu->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y + 30));
this->addChild(menu, -1);
}
void ChipmunkTestLayer::reset(Object* sender)
{
Scene* s = new ChipmunkAccelTouchTestScene();
ChipmunkTestLayer* child = new ChipmunkTestLayer();
s->addChild(child);
child->release();
Director::getInstance()->replaceScene(s);
s->release();
}
void ChipmunkTestLayer::addNewSpriteAtPosition(Point pos)
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
int posx, posy;
Node *parent = getChildByTag(kTagParentNode);
posx = CCRANDOM_0_1() * 200.0f;
posy = CCRANDOM_0_1() * 200.0f;
posx = (posx % 4) * 85;
posy = (posy % 3) * 121;
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(_space, body);
cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero);
shape->e = 0.5f; shape->u = 0.5f;
cpSpaceAddShape(_space, shape);
PhysicsSprite *sprite = PhysicsSprite::createWithTexture(_spriteTexture, Rect(posx, posy, 85, 121));
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parent->addChild(sprite);
sprite->setCPBody(body);
sprite->setPosition(pos);
#endif
}
void ChipmunkTestLayer::onEnter()
{
Layer::onEnter();
}
void ChipmunkTestLayer::ccTouchesEnded(Set* touches, Event* event)
{
//Add a new body/atlas sprite at the touched location
for( auto &item: *touches)
{
Touch* touch = static_cast<Touch*>(item);
Point location = touch->getLocation();
addNewSpriteAtPosition( location );
}
}
void ChipmunkTestLayer::didAccelerate(Acceleration* 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;
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Point v = Point( accelX, accelY);
v = v * 200;
_space->gravity = cpv(v.x, v.y);
}
void ChipmunkAccelTouchTestScene::runThisTest()
{
Layer* layer = new ChipmunkTestLayer();
addChild(layer);
layer->release();
Director::getInstance()->replaceScene(this);
}