#include "PhysicsTest.h" #include "../testResource.h" USING_NS_CC; namespace { static std::function createFunctions[] = { CL(PhysicsDemoLogoSmash), CL(PhysicsDemoClickAdd), }; static int sceneIdx=-1; #define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0])) static Layer* next() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; auto layer = (createFunctions[sceneIdx])(); layer->init(); layer->autorelease(); return layer; } static Layer* back() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; auto layer = (createFunctions[sceneIdx])(); layer->init(); layer->autorelease(); return layer; } static Layer* restart() { auto layer = (createFunctions[sceneIdx])(); layer->init(); layer->autorelease(); return layer; } } bool PhysicsTestScene::initTest() { #ifdef CC_USE_PHYSICS return TestScene::initWithPhysics(); #else return TestScene::init(); #endif return false; } void PhysicsTestScene::runThisTest() { #ifdef CC_USE_PHYSICS sceneIdx = -1; addChild(next()); Director::getInstance()->replaceScene(this); #else #endif } PhysicsDemo::PhysicsDemo() : _scene(nullptr) { } PhysicsDemo::~PhysicsDemo() { } std::string PhysicsDemo::title() { return "PhysicsTest"; } std::string PhysicsDemo::subtitle() { return ""; } void PhysicsDemo::restartCallback(Object* sender) { auto s = new PhysicsTestScene(); s->addChild( restart() ); Director::getInstance()->replaceScene(s); s->release(); } void PhysicsDemo::nextCallback(Object* sender) { auto s = new PhysicsTestScene(); s->addChild( next() ); Director::getInstance()->replaceScene(s); s->release(); } void PhysicsDemo::backCallback(Object* sender) { auto s = new PhysicsTestScene(); s->addChild( back() ); Director::getInstance()->replaceScene(s); s->release(); } void PhysicsDemo::onEnter() { BaseTest::onEnter(); _scene = dynamic_cast(this->getParent()); #ifdef CC_USE_PHYSICS // menu for debug layer MenuItemFont::setFontSize(18); auto item = MenuItemFont::create("Toggle debug", CC_CALLBACK_1(PhysicsDemo::toggleDebugCallback, this)); auto menu = Menu::create(item, NULL); this->addChild(menu); menu->setPosition(Point(VisibleRect::right().x-50, VisibleRect::top().y-10)); #else #endif } void PhysicsDemo::toggleDebugCallback(Object* sender) { #ifdef CC_USE_PHYSICS if (_scene != nullptr) { _scene->getPhysicsWorld()->setDebugDraw(!_scene->getPhysicsWorld()->isDebugDraw()); } #endif } void PhysicsDemoClickAdd::onEnter() { PhysicsDemo::onEnter(); #ifdef CC_USE_PHYSICS setTouchEnabled(true); setAccelerometerEnabled(true); auto node = Node::create(); auto body = PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size); node->setPhysicsBody(body); node->setPosition(VisibleRect::center()); this->addChild(node); auto parent = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 100); _spriteTexture = parent->getTexture(); addNewSpriteAtPosition(VisibleRect::center()); #else auto label = LabelTTF::create("Should define CC_USE_BOX2D or CC_USE_CHIPMUNK\n to run this test case", "Arial", 18); auto size = Director::getInstance()->getWinSize(); label->setPosition(Point(size.width/2, size.height/2)); addChild(label); #endif } void PhysicsDemoClickAdd::addNewSpriteAtPosition(Point p) { #ifdef CC_USE_PHYSICS CCLOG("Add sprite %0.2f x %02.f",p.x,p.y); int posx, posy; posx = CCRANDOM_0_1() * 200.0f; posy = CCRANDOM_0_1() * 200.0f; posx = (posx % 4) * 85; posy = (posy % 3) * 121; auto sp = Sprite::createWithTexture(_spriteTexture, Rect(posx, posy, 85, 121)); auto body = PhysicsBody::createBox(Size(48, 108)); sp->setPhysicsBody(body); this->addChild(sp); sp->setPosition(p); #endif } std::string PhysicsDemoClickAdd::subtitle() { return "multi touch to add grossini"; } void PhysicsDemoClickAdd::onTouchesEnded(const std::vector& touches, Event* event) { //Add a new body/atlas sprite at the touched location for( auto &touch: touches) { auto location = touch->getLocation(); addNewSpriteAtPosition( location ); } } void PhysicsDemoClickAdd::onAcceleration(Acceleration* acc, Event* event) { #ifdef CC_USE_PHYSICS static float prevX=0, prevY=0; #define kFilterFactor 0.05f float accelX = (float) acc->x * kFilterFactor + (1- kFilterFactor)*prevX; float accelY = (float) acc->y * kFilterFactor + (1- kFilterFactor)*prevY; prevX = accelX; prevY = accelY; auto v = Point( accelX, accelY); v = v * 200; if(_scene != nullptr) { _scene->getPhysicsWorld()->setGravity(v); } #endif } namespace { static const int logo_width = 188; static const int logo_height = 35; static const int logo_row_length = 24; static const char logo_image[] = { 15,-16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,-64,15,63,-32,-2,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,31,-64,15,127,-125,-1,-128,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,127,-64,15,127,15,-1,-64,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-1,-64,15,-2, 31,-1,-64,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-1,-64,0,-4,63,-1,-32,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,1,-1,-64,15,-8,127,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 1,-1,-64,0,-8,-15,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-31,-1,-64,15,-8,-32, -1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,-15,-1,-64,9,-15,-32,-1,-32,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,31,-15,-1,-64,0,-15,-32,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,63,-7,-1,-64,9,-29,-32,127,-61,-16,63,15,-61,-1,-8,31,-16,15,-8,126,7,-31, -8,31,-65,-7,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-2,63,-8,31,-4,-1,15,-13, -4,63,-1,-3,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-2,63,-8,31,-4,-1,15,-13, -2,63,-1,-3,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13, -2,63,-33,-1,-1,-32,9,-25,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13, -1,63,-33,-1,-1,-16,9,-25,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13, -1,63,-49,-1,-1,-8,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13, -1,-65,-49,-1,-1,-4,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13, -1,-65,-57,-1,-1,-2,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13, -1,-1,-57,-1,-1,-1,9,-57,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1, -1,-61,-1,-1,-1,-119,-57,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1, -1,-61,-1,-1,-1,-55,-49,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1, -1,-63,-1,-1,-1,-23,-49,-32,127,-57,-1,-1,-97,-25,-1,-1,63,-1,-1,-4,-1,15,-13, -1,-1,-63,-1,-1,-1,-16,-49,-32,-1,-25,-1,-1,-97,-25,-1,-1,63,-33,-5,-4,-1,15, -13,-1,-1,-64,-1,-9,-1,-7,-49,-32,-1,-25,-8,127,-97,-25,-1,-1,63,-33,-5,-4,-1, 15,-13,-1,-1,-64,-1,-13,-1,-32,-49,-32,-1,-25,-8,127,-97,-25,-1,-2,63,-49,-13, -4,-1,15,-13,-1,-1,-64,127,-7,-1,-119,-17,-15,-1,-25,-8,127,-97,-25,-1,-2,63, -49,-13,-4,-1,15,-13,-3,-1,-64,127,-8,-2,15,-17,-1,-1,-25,-8,127,-97,-25,-1, -8,63,-49,-13,-4,-1,15,-13,-3,-1,-64,63,-4,120,0,-17,-1,-1,-25,-8,127,-97,-25, -8,0,63,-57,-29,-4,-1,15,-13,-4,-1,-64,63,-4,0,15,-17,-1,-1,-25,-8,127,-97, -25,-8,0,63,-57,-29,-4,-1,-1,-13,-4,-1,-64,31,-2,0,0,103,-1,-1,-57,-8,127,-97, -25,-8,0,63,-57,-29,-4,-1,-1,-13,-4,127,-64,31,-2,0,15,103,-1,-1,-57,-8,127, -97,-25,-8,0,63,-61,-61,-4,127,-1,-29,-4,127,-64,15,-8,0,0,55,-1,-1,-121,-8, 127,-97,-25,-8,0,63,-61,-61,-4,127,-1,-29,-4,63,-64,15,-32,0,0,23,-1,-2,3,-16, 63,15,-61,-16,0,31,-127,-127,-8,31,-1,-127,-8,31,-128,7,-128,0,0}; static inline int get_pixel(int x, int y) { return (logo_image[(x>>3) + y*logo_row_length]>>(~x&0x7)) & 1; } #define RAND_MAX 0x7fffffff static inline float frand(void) { return rand()/RAND_MAX; } } Node* PhysicsDemoLogoSmash::makeBall(float x, float y) { Sprite* ball = Sprite::create("Images/ball.png"); ball->setScale(0.1); PhysicsBody* body = PhysicsBody::createCircle(0.95); body->setMass(1.0); body->setAngularDamping(PHYSICS_INFINITY); body->getShape()->setElasticity(0); body->getShape()->setFriction(0); //body->setDynamic(false); ball->setPhysicsBody(body); ball->setPosition(Point(x, y)); return ball; } void PhysicsDemoLogoSmash::onEnter() { PhysicsDemo::onEnter(); _draw = DrawNode::create(); _scene->getPhysicsWorld()->setGravity(Point(0, 0)); //addChild(makeBall(200, 200)); for (int y = 0; y < logo_height; ++y) { for (int x = 0; x < logo_width; ++x) { if (get_pixel(x, y)) { float x_jitter = 0.05*frand(); float y_jitter = 0.05*frand(); addChild(makeBall(2*(x - logo_width/2 + x_jitter) + VisibleRect::getVisibleRect().size.width/2, 2*(logo_height-y + y_jitter) + VisibleRect::getVisibleRect().size.height/2 - logo_height/2)); } } } Sprite* bullet = Sprite::create("Images/ball.png"); bullet->setScale(0.5); PhysicsBody* body = PhysicsBody::createCircle(8, PHYSICS_INFINITY); body->setVelocity(Point(400, 0)); body->getShape()->setElasticity(0); body->getShape()->setFriction(0); bullet->setPhysicsBody(body); bullet->setPosition(Point(-1000, VisibleRect::getVisibleRect().size.height/2)); addChild(bullet); } std::string PhysicsDemoLogoSmash::title() { return "Logo Smash"; }