/**************************************************************************** Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft https://axmolengine.github.io/ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ // // Accelerometer + Chipmunk physics + multi touches example // a cocos2d example // https://axmolengine.github.io/ // #include "chipmunk/chipmunk.h" #include "ChipmunkTest.h" USING_NS_AX; USING_NS_AX_EXT; enum { kTagParentNode = 1, }; enum { Z_PHYSICS_DEBUG = 100, }; // callback to remove Shapes from the Space ChipmunkTest::ChipmunkTest() { // enable events auto touchListener = EventListenerTouchAllAtOnce::create(); touchListener->onTouchesEnded = AX_CALLBACK_2(ChipmunkTest::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); Device::setAccelerometerEnabled(true); auto accListener = EventListenerAcceleration::create(AX_CALLBACK_2(ChipmunkTest::onAcceleration, this)); _eventDispatcher->addEventListenerWithSceneGraphPriority(accListener, this); // title auto label = Label::createWithTTF("Multi touch the screen", "fonts/Marker Felt.ttf", 36.0f); label->setPosition(VisibleRect::center().x, VisibleRect::top().y - 30); this->addChild(label, -1); // reset button createResetButton(); // init physics physicsDebugNodeOffset = Vec2(0, 0); initPhysics(); #if 1 // Use batch node. Faster auto parent = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 100); _spriteTexture = parent->getTexture(); #else // doesn't use batch node. Slower _spriteTexture = Director::getInstance()->getTextureCache()->addImage("Images/grossini_dance_atlas.png"); auto parent = Node::create(); #endif addChild(parent, 0, kTagParentNode); addNewSpriteAtPosition(ax::Vec2(200.0f, 200.0f)); // menu for debug layer MenuItemFont::setFontSize(18); auto item = MenuItemFont::create("Toggle debug", AX_CALLBACK_1(ChipmunkTest::toggleDebugCallback, this)); auto menu = Menu::create(item, nullptr); this->addChild(menu); menu->setPosition(VisibleRect::right().x - 100, VisibleRect::top().y - 60); scheduleUpdate(); } void ChipmunkTest::toggleDebugCallback(Ref* sender) { _debugLayer->setVisible(!_debugLayer->isVisible()); } ChipmunkTest::~ChipmunkTest() { // manually Free rogue shapes for (int i = 0; i < 4; i++) { cpShapeFree(_walls[i]); } #if AX_TARGET_PLATFORM == AX_PLATFORM_WIN32 cpSpaceFree(_space); #else cpHastySpaceFree(_space); #endif Device::setAccelerometerEnabled(false); } void ChipmunkTest::initPhysics() { // init chipmunk // cpInitChipmunk(); #if AX_TARGET_PLATFORM == AX_PLATFORM_WIN32 _space = cpSpaceNew(); #else _space = cpHastySpaceNew(); cpHastySpaceSetThreads(_space, 0); #endif cpSpaceSetGravity(_space, cpv(0.0f, -100.0f)); // // rogue shapes // We have to free them manually // // bottom _walls[0] = cpSegmentShapeNew(cpSpaceGetStaticBody(_space), cpv(VisibleRect::leftBottom().x, VisibleRect::leftBottom().y), cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), 0.0f); // top _walls[1] = cpSegmentShapeNew(cpSpaceGetStaticBody(_space), cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y), cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f); // left _walls[2] = cpSegmentShapeNew(cpSpaceGetStaticBody(_space), cpv(VisibleRect::leftBottom().x, VisibleRect::leftBottom().y), cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y), 0.0f); // right _walls[3] = cpSegmentShapeNew(cpSpaceGetStaticBody(_space), cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f); for (int i = 0; i < 4; i++) { cpShapeSetElasticity(_walls[i], 1.0f); cpShapeSetFriction(_walls[i], 1.0f); cpSpaceAddShape(_space, _walls[i]); } // Physics debug layer _debugLayer = PhysicsDebugNodeChipmunk2D::create(_space); this->addChild(_debugLayer, Z_PHYSICS_DEBUG); } void ChipmunkTest::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++) { #if AX_TARGET_PLATFORM == AX_PLATFORM_WIN32 cpSpaceStep(_space, dt); #else cpHastySpaceStep(_space, dt); #endif } } void ChipmunkTest::createResetButton() { auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", AX_CALLBACK_1(ChipmunkTest::reset, this)); auto menu = Menu::create(reset, nullptr); menu->setPosition(VisibleRect::center().x, VisibleRect::bottom().y + 30); this->addChild(menu, -1); } void ChipmunkTest::reset(Ref* sender) { getTestSuite()->restartCurrTest(); } void ChipmunkTest::addNewSpriteAtPosition(ax::Vec2 pos) { int posx, posy; auto parent = getChildByTag(kTagParentNode); posx = AXRANDOM_0_1() * 200.0f; posy = AXRANDOM_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, 0.0f)); cpBodySetPosition(body, cpv(pos.x, pos.y)); cpSpaceAddBody(_space, body); cpShape* shape = cpPolyShapeNew(body, num, verts, cpTransformIdentity, 0.0f); cpShapeSetElasticity(shape, 0.5f); cpShapeSetFriction(shape, 0.5f); cpSpaceAddShape(_space, shape); auto sprite = PhysicsSpriteChipmunk2D::createWithTexture(_spriteTexture, ax::Rect(posx, posy, 85, 121)); parent->addChild(sprite); sprite->setCPBody(body); sprite->setPosition(pos); } void ChipmunkTest::onEnter() { TestCase::onEnter(); } void ChipmunkTest::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 ChipmunkTest::onAcceleration(Acceleration* acc, Event* event) { 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 = ax::Vec2(accelX, accelY); v = v * 200; cpSpaceSetGravity(_space, cpv(v.x, v.y)); } ChipmunkTests::ChipmunkTests() { ADD_TEST_CASE(ChipmunkTest); }