issue #2771: Add method Scene::createWithPhysics() end Scene::initWithPhysics()

This commit is contained in:
boyu0 2013-09-10 17:38:47 +08:00
parent bcab90ddc4
commit 7bba5f1b01
4 changed files with 75 additions and 23 deletions

View File

@ -52,8 +52,6 @@ class ActionManager;
class Component;
class Dictionary;
class ComponentContainer;
class Scene;
class PhysicsBody;
/**
* @addtogroup base_nodes

View File

@ -33,6 +33,9 @@ THE SOFTWARE.
NS_CC_BEGIN
Scene::Scene()
#ifdef _physicsWorld
: _physicsWorld(nullptr)
#endif
{
_ignoreAnchorPointForPosition = true;
setAnchorPoint(Point(0.5f, 0.5f));
@ -56,7 +59,7 @@ bool Scene::init()
return bRet;
}
Scene *Scene::create(bool usePhysics/* = false*/)
Scene *Scene::create()
{
Scene *pRet = new Scene();
if (pRet && pRet->init())
@ -71,6 +74,38 @@ Scene *Scene::create(bool usePhysics/* = false*/)
}
}
#ifdef CC_USE_PHYSICS
Scene *Scene::createWithPhysics()
{
Scene *pRet = new Scene();
if (pRet && pRet->initWithPhysics())
{
pRet->autorelease();
return pRet;
}
else
{
CC_SAFE_DELETE(pRet);
return NULL;
}
}
bool Scene::initWithPhysics()
{
bool bRet = false;
do
{
Director * pDirector;
CC_BREAK_IF( ! (pDirector = Director::getInstance()) );
this->setContentSize(pDirector->getWinSize());
CC_BREAK_IF(! (_physicsWorld = PhysicsWorld::create()));
// success
bRet = true;
} while (0);
return bRet;
}
#endif
void Scene::addChild(Node* child)
{
Node::addChild(child);
@ -85,6 +120,9 @@ void Scene::addChild(Node* child, int zOrder, int tag)
{
Node::addChild(child, zOrder, tag);
#ifdef CC_USE_PHYSICS
if (_physicsWorld)
{
auto addToPhysicsWorldFunc = [this](Object* node) -> void
{
if (typeid(Sprite).hash_code() == typeid(node).hash_code())
@ -109,6 +147,8 @@ void Scene::addChild(Node* child, int zOrder, int tag)
{
addToPhysicsWorldFunc(child);
}
}
#endif
}

View File

@ -28,11 +28,10 @@ THE SOFTWARE.
#define __CCSCENE_H__
#include "base_nodes/CCNode.h"
#include "physics/CCPhysicsWorld.h"
NS_CC_BEGIN
class PhysicsWorld;
/**
* @addtogroup scene
* @{
@ -52,21 +51,31 @@ class CC_DLL Scene : public Node
{
public:
/** creates a new Scene object */
static Scene *create(bool usePhysics = false);
static Scene *create();
#ifdef CC_USE_PHYSICS
static Scene *createWithPhysics();
#endif
Scene();
virtual ~Scene();
bool init();
#ifdef CC_USE_PHYSICS
bool initWithPhysics();
#endif
virtual void addChild(Node* child) override;
virtual void addChild(Node* child, int zOrder) override;
virtual void addChild(Node* child, int zOrder, int tag) override;
#ifdef CC_USE_PHYSICS
inline PhysicsWorld* getPhysicsWorld() { return _physicsWorld; }
#endif
protected:
#ifdef CC_USE_PHYSICS
PhysicsWorld* _physicsWorld;
#endif
};
// end of scene group

View File

@ -36,6 +36,7 @@ THE SOFTWARE.
#ifdef EMSCRIPTEN
#include "base_nodes/CCGLBufferedNode.h"
#endif // EMSCRIPTEN
#include "physics/CCPhysicsBody.h"
NS_CC_BEGIN
@ -443,6 +444,7 @@ public:
*/
void setFlipY(bool bFlipY);
#ifdef CC_USE_PHYSICS
/**
* set the PhysicsBody that let the sprite effect with physics
*/
@ -452,6 +454,7 @@ public:
* get the PhysicsBody the sprite have
*/
PhysicsBody* getPhysicsBody() const;
#endif
/// @} End of Sprite properties getter/setters
@ -550,7 +553,9 @@ protected:
bool _flipX; /// Whether the sprite is flipped horizaontally or not.
bool _flipY; /// Whether the sprite is flipped vertically or not.
#ifdef CC_USE_PHYSICS
PhysicsBody* _physicsBody; ///< the physicsBody the node have
#endif
};