local size = cc.Director:getInstance():getWinSize() local MATERIAL_DEFAULT = cc.PhysicsMaterial(0.1, 0.5, 0.5) local curLayer = nil local STATIC_COLOR = cc.c4f(1.0, 0.0, 0.0, 1.0) local DRAG_BODYS_TAG = 0x80 local function range(from, to, step) step = step or 1 return function(_, lastvalue) local nextvalue = lastvalue + step if step > 0 and nextvalue <= to or step < 0 and nextvalue >= to or step == 0 then return nextvalue end end, nil, from - step end local function initWithLayer(layer, callback) curLayer = layer layer.spriteTexture = cc.SpriteBatchNode:create("Images/grossini_dance_atlas.png", 100):getTexture() local debug = false local function toggleDebugCallback(sender) debug = not debug cc.Director:getInstance():getRunningScene():getPhysicsWorld():setDebugDrawMask(debug and cc.PhysicsWorld.DEBUGDRAW_ALL or cc.PhysicsWorld.DEBUGDRAW_NONE) end layer.toggleDebug = function(self) toggleDebugCallback(nil) end cc.MenuItemFont:setFontSize(18) local item = cc.MenuItemFont:create("Toogle debug") item:registerScriptTapHandler(toggleDebugCallback) local menu = cc.Menu:create(item) layer:addChild(menu) menu:setPosition(size.width - 50, size.height - 10) Helper.initWithLayer(layer) local function onNodeEvent(event) if "enter" == event then callback() end end layer:registerScriptHandler(onNodeEvent) end local function addGrossiniAtPosition(layer, p, scale) scale = scale or 1.0 local posx = math.random() * 200.0 local posy = math.random() * 100.0 posx = (math.floor(posx) % 4) * 85 posy = (math.floor(posy) % 3) * 121 local sp = cc.Sprite:createWithTexture(layer.spriteTexture, cc.rect(posx, posy, 85, 121)) sp:setScale(scale) sp:setPhysicsBody(cc.PhysicsBody:createBox(cc.size(48.0, 108.0))) layer:addChild(sp) sp:setPosition(p) return sp end local function onTouchBegan(touch, event) local location = touch:getLocation() local arr = cc.Director:getInstance():getRunningScene():getPhysicsWorld():getShapes(location) local body for _, obj in ipairs(arr) do if bit.band(obj:getBody():getTag(), DRAG_BODYS_TAG) ~= 0 then body = obj:getBody() break end end if body then local mouse = cc.Node:create() local physicsBody = cc.PhysicsBody:create(PHYSICS_INFINITY, PHYSICS_INFINITY) mouse:setPhysicsBody(physicsBody) physicsBody:setDynamic(false) mouse:setPosition(location) curLayer:addChild(mouse) local joint = cc.PhysicsJointPin:construct(physicsBody, body, location) joint:setMaxForce(5000.0 * body:getMass()) cc.Director:getInstance():getRunningScene():getPhysicsWorld():addJoint(joint) touch.mouse = mouse return true end return false end local function onTouchMoved(touch, event) if touch.mouse then touch.mouse:setPosition(touch:getLocation()) end end local function onTouchEnded(touch, event) if touch.mouse then curLayer:removeChild(touch.mouse) touch.mouse = nil end end local function makeBall(layer, point, radius, material) material = material or MATERIAL_DEFAULT local ball if layer.ball then ball = cc.Sprite:createWithTexture(layer.ball:getTexture()) else ball = cc.Sprite:create("Images/ball.png") end ball:setScale(0.13 * radius) local body = cc.PhysicsBody:createCircle(ball:getContentSize().width / 2, material) ball:setPhysicsBody(body) ball:setPosition(point) return ball end local function makeBox(point, size, color, material) material = material or MATERIAL_DEFAULT local yellow = false if color == 0 then yellow = math.random() > 0.5 else yellow = color == 1 end local box = yellow and cc.Sprite:create("Images/YellowSquare.png") or cc.Sprite:create("Images/CyanSquare.png") box:setScaleX(size.width/100.0) box:setScaleY(size.height/100.0) local body = cc.PhysicsBody:createBox(box:getContentSize(), material) box:setPhysicsBody(body) box:setPosition(cc.p(point.x, point.y)) return box end local function makeTriangle(point, size, color, material) material = material or MATERIAL_DEFAULT local yellow = false if color == 0 then yellow = math.random() > 0.5 else yellow = color == 1 end local triangle = yellow and cc.Sprite:create("Images/YellowTriangle.png") or cc.Sprite:create("Images/CyanTriangle.png") if size.height == 0 then triangle:setScale(size.width/100.0) else triangle:setScaleX(size.width/50.0) triangle:setScaleY(size.height/43.5) end vers = { cc.p(0, triangle:getContentSize().height/2), cc.p(triangle:getContentSize().width/2, -triangle:getContentSize().height/2), cc.p(-triangle:getContentSize().width/2, -triangle:getContentSize().height/2) } local body = cc.PhysicsBody:createPolygon(vers, material) triangle:setPhysicsBody(body) triangle:setPosition(point) return triangle end local function PhysicsDemoClickAdd() local layer = cc.Layer:create() local function onEnter() local function onTouchEnded(touch, event) local location = touch:getLocation() addGrossiniAtPosition(layer, location) end local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(function() return true end, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) addGrossiniAtPosition(layer, VisibleRect:center()) local node = cc.Node:create() node:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height ) ) ) node:setPosition(VisibleRect:center()) layer:addChild(node) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Grossini") Helper.subtitleLabel:setString("multi touch to add grossini") return layer end local function PhysicsDemoLogoSmash() local layer = cc.Layer:create() local function onEnter() local logo_width = 188.0 local logo_height = 35.0 local logo_raw_length = 24.0 local 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 } local function get_pixel(x, y) return bit.band(bit.rshift(logo_image[bit.rshift(x, 3) + y*logo_raw_length + 1], bit.band(bit.bnot(x), 0x07)), 1) end cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0, 0)) cc.Director:getInstance():getRunningScene():getPhysicsWorld():setUpdateRate(5.0) layer.ball = cc.SpriteBatchNode:create("Images/ball.png", #logo_image) layer:addChild(layer.ball) for y in range(0, logo_height-1) do for x in range(0, logo_width-1) do if get_pixel(x, y) == 1 then local x_jitter = 0.05*math.random() local y_jitter = 0.05*math.random() local ball = makeBall(layer, cc.p(2*(x - logo_width/2 + x_jitter) + VisibleRect:getVisibleRect().width/2, 2*(logo_height-y + y_jitter) + VisibleRect:getVisibleRect().height/2 - logo_height/2), 0.95, cc.PhysicsMaterial(0.01, 0.0, 0.0)) local physicsBody = ball:getPhysicsBody() physicsBody:setMass(1.0) physicsBody:setMoment(PHYSICS_INFINITY) layer.ball:addChild(ball) end end end local bullet = makeBall(layer, cc.p(400, 0), 10, cc.PhysicsMaterial(PHYSICS_INFINITY, 0, 0)) bullet:getPhysicsBody():setVelocity(cc.p(200, 0)) bullet:setPosition(cc.p(-500, VisibleRect:getVisibleRect().height/2)) layer.ball:addChild(bullet) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Logo Smash") return layer end local function PhysicsDemoJoints() local layer = cc.Layer:create() local function onEnter() layer:toggleDebug() local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local width = (VisibleRect:getVisibleRect().width - 10) / 4 local height = (VisibleRect:getVisibleRect().height - 50) / 4 local node = cc.Node:create() local box = cc.PhysicsBody:create() node:setPhysicsBody(box) box:setDynamic(false) node:setPosition(cc.p(0, 0)) layer:addChild(node) local scene = cc.Director:getInstance():getRunningScene() for i in range(0, 3) do for j in range(0, 3) do local offset = cc.p(VisibleRect:leftBottom().x + 5 + j * width + width/2, VisibleRect:leftBottom().y + 50 + i * height + height/2) box:addShape(cc.PhysicsShapeEdgeBox:create(cc.size(width, height), cc.PHYSICSSHAPE_MATERIAL_DEFAULT, 1, offset) ) local index = i*4 + j if index == 0 then local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBall(layer, cc.p(offset.x + 30, offset.y), 10) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) local joint = cc.PhysicsJointPin:construct(sp1PhysicsBody, sp2PhysicsBody, offset) cc.Director:getInstance():getRunningScene():getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 1 then local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) local joint = cc.PhysicsJointFixed:construct(sp1PhysicsBody, sp2PhysicsBody, offset) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 2 then local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) local joint = cc.PhysicsJointDistance:construct(sp1PhysicsBody, sp2PhysicsBody, cc.p(0, 0), cc.p(0, 0)) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 3 then local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) local joint = cc.PhysicsJointLimit:construct(sp1PhysicsBody, sp2PhysicsBody, cc.p(0, 0), cc.p(0, 0), 30.0, 60.0) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 4 then local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) local joint = cc.PhysicsJointSpring:construct(sp1PhysicsBody, sp2PhysicsBody, cc.p(0, 0), cc.p(0, 0), 500.0, 0.3) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 5 then local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) local joint = cc.PhysicsJointGroove:construct(sp1PhysicsBody, sp2PhysicsBody, cc.p(30, 15), cc.p(30, -15), cc.p(-30, 0)) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 6 then local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10)) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1PhysicsBody, box, cc.p(sp1:getPosition()))) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2PhysicsBody, box, cc.p(sp2:getPosition()))) local joint = cc.PhysicsJointRotarySpring:construct(sp1PhysicsBody, sp2PhysicsBody, 3000.0, 60.0) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 7 then local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10)) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1PhysicsBody, box, cc.p(sp1:getPosition()))) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2PhysicsBody, box, cc.p(sp2:getPosition()))) local joint = cc.PhysicsJointRotaryLimit:construct(sp1PhysicsBody, sp2PhysicsBody, 0.0, math.pi/2) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 8 then local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10)) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1PhysicsBody, box, cc.p(sp1:getPosition()))) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2PhysicsBody, box, cc.p(sp2:getPosition()))) local joint = cc.PhysicsJointRatchet:construct(sp1PhysicsBody, sp2PhysicsBody, 0.0, math.pi/2) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 9 then local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10)) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1PhysicsBody, box, cc.p(sp1:getPosition()))) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2PhysicsBody, box, cc.p(sp2:getPosition()))) local joint = cc.PhysicsJointGear:construct(sp1PhysicsBody, sp2PhysicsBody, 0.0, 2.0) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) elseif index == 10 then local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10)) local sp1PhysicsBody = sp1:getPhysicsBody() sp1PhysicsBody:setTag(DRAG_BODYS_TAG) local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10)) local sp2PhysicsBody = sp2:getPhysicsBody() sp2PhysicsBody:setTag(DRAG_BODYS_TAG) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1PhysicsBody, box, cc.p(sp1:getPosition()))) scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2PhysicsBody, box, cc.p(sp2:getPosition()))) local joint = cc.PhysicsJointMotor:construct(sp1PhysicsBody, sp2PhysicsBody, math.pi/2) scene:getPhysicsWorld():addJoint(joint) layer:addChild(sp1) layer:addChild(sp2) end end end end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Joints") return layer end local function PhysicsDemoPyramidStack() local layer = cc.Layer:create() local function onEnter() local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local node = cc.Node:create() node:setPhysicsBody(cc.PhysicsBody:createEdgeSegment(cc.p(VisibleRect:leftBottom().x, VisibleRect:leftBottom().y + 50), cc.p(VisibleRect:rightBottom().x, VisibleRect:rightBottom().y + 50))) layer:addChild(node) local ball = cc.Sprite:create("Images/ball.png") ball:setScale(1) ball:setPhysicsBody(cc.PhysicsBody:createCircle(10)) ball:getPhysicsBody():setTag(DRAG_BODYS_TAG) ball:setPosition(cc.p(VisibleRect:bottom().x, VisibleRect:bottom().y + 60)) layer:addChild(ball) ball:runAction(cc.Sequence:create(cc.DelayTime:create(3), cc.ScaleTo:create(0, 3))) for i in range(0, 13) do for j in range(0, i) do local x = VisibleRect:bottom().x + (i/2 - j) * 11 local y = VisibleRect:bottom().y + (14 - i) * 23 + 100 local sp = addGrossiniAtPosition(layer, cc.p(x, y), 0.2) sp:getPhysicsBody():setTag(DRAG_BODYS_TAG) end end end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Pyramid Stack") return layer end local function PhysicsDemoRayCast() local layer = cc.Layer:create() local function onEnter() local function onTouchEnded(touch, event) local location = touch:getLocation() local r = math.random(3) if r ==1 then layer:addChild(makeBall(layer, location, 5 + math.random()*10)) elseif r == 2 then layer:addChild(makeBox(location, cc.size(10 + math.random()*15, 10 + math.random()*15))) elseif r == 3 then layer:addChild(makeTriangle(location, cc.size(10 + math.random()*20, 10 + math.random()*20))) end end local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(function() return true end, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0,0)) local node = cc.DrawNode:create() node:setPhysicsBody(cc.PhysicsBody:createEdgeSegment(cc.p(VisibleRect:leftBottom().x, VisibleRect:leftBottom().y + 50), cc.p(VisibleRect:rightBottom().x, VisibleRect:rightBottom().y + 50))) node:drawSegment(cc.p(VisibleRect:leftBottom().x, VisibleRect:leftBottom().y + 50), cc.p(VisibleRect:rightBottom().x, VisibleRect:rightBottom().y + 50), 1, STATIC_COLOR) layer:addChild(node) local mode = 0 cc.MenuItemFont:setFontSize(18) local item = cc.MenuItemFont:create("Toogle debugChange Mode(any)") local function changeModeCallback(sender) mode = (mode + 1) % 3 if mode == 0 then item:setString("Change Mode(any)") elseif mode == 1 then item:setString("Change Mode(nearest)") elseif mode == 2 then item:setString("Change Mode(multiple)") end end item:registerScriptTapHandler(changeModeCallback) local menu = cc.Menu:create(item) layer:addChild(menu) menu:setPosition(cc.p(VisibleRect:left().x+100, VisibleRect:top().y-10)) local angle = 0 local drawNode = nil local function update(delta) local L = 150.0 local point1 = VisibleRect:center() local d = cc.p(L * math.cos(angle), L * math.sin(angle)) local point2 = cc.p(point1.x + d.x, point1.y + d.y) if drawNode then layer:removeChild(drawNode) end drawNode = cc.DrawNode:create() if mode == 0 then local point3 = cc.p(point2.x, point2.y) local function func(world, info) point3 = info.contact return false end cc.Director:getInstance():getRunningScene():getPhysicsWorld():rayCast(func, point1, point2) drawNode:drawSegment(point1, point3, 1, STATIC_COLOR) if point2.x ~= point3.x or point2.y ~= point3.y then drawNode:drawDot(point3, 2, cc.c4f(1.0, 1.0, 1.0, 1.0)) end layer:addChild(drawNode) elseif mode == 1 then local point3 = cc.p(point2.x, point2.y) local friction = 1.0 local function func(world, info) if friction > info.fraction then point3 = info.contact friction = info.fraction end return true end cc.Director:getInstance():getRunningScene():getPhysicsWorld():rayCast(func, point1, point2) drawNode:drawSegment(point1, point3, 1, STATIC_COLOR) if point2.x ~= point3.x or point2.y ~= point3.y then drawNode:drawDot(point3, 2, cc.c4f(1.0, 1.0, 1.0, 1.0)) end layer:addChild(drawNode) elseif mode == 2 then local points = {} local function func(world, info) points[#points + 1] = info.contact return true end cc.Director:getInstance():getRunningScene():getPhysicsWorld():rayCast(func, point1, point2) drawNode:drawSegment(point1, point2, 1, STATIC_COLOR) for _, p in ipairs(points) do drawNode:drawDot(p, 2, cc.c4f(1.0, 1.0, 1.0, 1.0)) end layer:addChild(drawNode) end angle = angle + 0.25 * math.pi / 180.0 end layer:scheduleUpdateWithPriorityLua(update, 0) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Ray Cast") return layer end local function PhysicsDemoOneWayPlatform() local layer = cc.Layer:create() local function onEnter() local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local ground = cc.Node:create() ground:setPhysicsBody(cc.PhysicsBody:createEdgeSegment(cc.p(VisibleRect:leftBottom().x, VisibleRect:leftBottom().y + 50), cc.p(VisibleRect:rightBottom().x, VisibleRect:rightBottom().y + 50))) layer:addChild(ground) local platform = makeBox(VisibleRect:center(), cc.size(200, 50)) local platformPhysicsBody = platform:getPhysicsBody() platformPhysicsBody:setDynamic(false) platformPhysicsBody:setContactTestBitmask(0xFFFFFFFF) layer:addChild(platform) local ball = makeBall(layer, cc.p(VisibleRect:center().x, VisibleRect:center().y - 50), 20) local ballPhysicsBody = ball:getPhysicsBody() ballPhysicsBody:setVelocity(cc.p(0, 150)) ballPhysicsBody:setTag(DRAG_BODYS_TAG) ballPhysicsBody:setMass(1.0) ballPhysicsBody:setContactTestBitmask(0xFFFFFFFF) layer:addChild(ball) local function onContactBegin(contact) return contact:getContactData().normal.y < 0 end local contactListener = cc.EventListenerPhysicsContactWithBodies:create(platformPhysicsBody, ballPhysicsBody) contactListener:registerScriptHandler(onContactBegin, cc.Handler.EVENT_PHYSICS_CONTACT_BEGIN) eventDispatcher:addEventListenerWithSceneGraphPriority(contactListener, layer) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("One Way Platform") return layer end local function PhysicsDemoActions() local layer = cc.Layer:create() local function onEnter() local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local node = cc.Node:create() node:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height))) node:setPosition(VisibleRect:center()) layer:addChild(node) local sp1 = addGrossiniAtPosition(layer, VisibleRect:center()) local sp2 = addGrossiniAtPosition(layer, cc.p(VisibleRect:left().x + 50, VisibleRect:left().y)) local sp3 = addGrossiniAtPosition(layer, cc.p(VisibleRect:right().x - 20, VisibleRect:right().y)) local sp4 = addGrossiniAtPosition(layer, cc.p(VisibleRect:leftTop().x + 50, VisibleRect:leftTop().y-50)) sp4:getPhysicsBody():setGravityEnable(false) local actionTo = cc.JumpTo:create(2, cc.p(100,100), 50, 4) local actionBy = cc.JumpBy:create(2, cc.p(300,0), 50, 4) local actionUp = cc.JumpBy:create(2, cc.p(0,50), 80, 4) local actionByBack = actionBy:reverse() local rotateBy = cc.RotateBy:create(2, 180) local rotateByBack = cc.RotateBy:create(2, -180) sp1:runAction(cc.RepeatForever:create(actionUp)) sp2:runAction(cc.RepeatForever:create(cc.Sequence:create(actionBy, actionByBack))) sp3:runAction(actionTo) sp4:runAction(cc.RepeatForever:create(cc.Sequence:create(rotateBy, rotateByBack))) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Actions") return layer end local function PhysicsDemoPump() local layer = cc.Layer:create() local function onEnter() layer:toggleDebug() local distance = 0.0 local rotationV = 0.0 local function onTouchBeganEx(touch, event) onTouchBegan(touch, event) distance = touch:getLocation().x - VisibleRect:center().x return true end local function onTouchMovedEx(touch, event) onTouchMoved(touch, event) distance = touch:getLocation().x - VisibleRect:center().x end local function onTouchEndedEx(touch, event) onTouchEnded(touch, event) distance = 0 end local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBeganEx, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchMovedEx, cc.Handler.EVENT_TOUCH_MOVED) touchListener:registerScriptHandler(onTouchEndedEx, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local function update() for _, body in ipairs(cc.Director:getInstance():getRunningScene():getPhysicsWorld():getAllBodies()) do if body:getTag() == DRAG_BODYS_TAG and body:getPosition().y < 0.0 then body:getNode():setPosition(cc.p(VisibleRect:leftTop().x + 75, VisibleRect:leftTop().y + math.random() * 90)) body:setVelocity(cc.p(0, 0)) end end local gear = cc.Director:getInstance():getRunningScene():getPhysicsWorld():getBody(1) if gear then if distance ~= 0.0 then rotationV = rotationV + distance/2500.0 end if rotationV > 30 then rotationV = 30.0 end if rotationV < -30 then rotationV = -30.0 end gear:setAngularVelocity(rotationV) rotationV = rotationV * 0.995 end end layer:scheduleUpdateWithPriorityLua(update, 0) local node = cc.Node:create() local body = cc.PhysicsBody:create() body:setDynamic(false) local staticMaterial = cc.PhysicsMaterial(cc.PHYSICS_INFINITY, 0, 0.5) body:addShape(cc.PhysicsShapeEdgeSegment:create(cc.p(VisibleRect:leftTop().x + 50, VisibleRect:leftTop().y), cc.p(VisibleRect:leftTop().x + 50, VisibleRect:leftTop().y-130), staticMaterial, 2.0)) body:addShape(cc.PhysicsShapeEdgeSegment:create(cc.p(VisibleRect:leftTop().x + 190, VisibleRect:leftTop().y), cc.p(VisibleRect:leftTop().x + 100, VisibleRect:leftTop().y-50), staticMaterial, 2.0)) body:addShape(cc.PhysicsShapeEdgeSegment:create(cc.p(VisibleRect:leftTop().x + 100, VisibleRect:leftTop().y-50), cc.p(VisibleRect:leftTop().x + 100, VisibleRect:leftTop().y-90), staticMaterial, 2.0)) body:addShape(cc.PhysicsShapeEdgeSegment:create(cc.p(VisibleRect:leftTop().x + 50, VisibleRect:leftTop().y-130), cc.p(VisibleRect:leftTop().x + 100, VisibleRect:leftTop().y-145), staticMaterial, 2.0)) body:addShape(cc.PhysicsShapeEdgeSegment:create(cc.p(VisibleRect:leftTop().x + 100, VisibleRect:leftTop().y-145), cc.p(VisibleRect:leftBottom().x + 100, VisibleRect:leftBottom().y + 80), staticMaterial, 2.0)) body:addShape(cc.PhysicsShapeEdgeSegment:create(cc.p(VisibleRect:leftTop().x + 150, VisibleRect:leftTop().y-80), cc.p(VisibleRect:leftBottom().x + 150, VisibleRect:leftBottom().y + 80), staticMaterial, 2.0)) body:addShape(cc.PhysicsShapeEdgeSegment:create(cc.p(VisibleRect:leftTop().x + 150, VisibleRect:leftTop().y-80), cc.p(VisibleRect:rightTop().x -100, VisibleRect:rightTop().y-150), staticMaterial, 2.0)) body:setCategoryBitmask(1) for _ in range(1, 6) do local ball = makeBall(layer, cc.p(VisibleRect:leftTop().x + 75 + math.random() * 90, VisibleRect:leftTop().y), 22, cc.PhysicsMaterial(0.05, 0.0, 0.1)) ball:getPhysicsBody():setTag(DRAG_BODYS_TAG) layer:addChild(ball) end node:setPhysicsBody(body) layer:addChild(node) local vec = { cc.p(VisibleRect:leftTop().x + 102, VisibleRect:leftTop().y-148), cc.p(VisibleRect:leftTop().x + 148, VisibleRect:leftTop().y-161), cc.p(VisibleRect:leftBottom().x + 148, VisibleRect:leftBottom().y + 20), cc.p(VisibleRect:leftBottom().x + 102, VisibleRect:leftBottom().y + 20) } local world = cc.Director:getInstance():getRunningScene():getPhysicsWorld() -- small gear local sgear = cc.Node:create() local sgearB = cc.PhysicsBody:createCircle(44) sgear:setPhysicsBody(sgearB) sgear:setPosition(cc.p(VisibleRect:leftBottom().x + 125, VisibleRect:leftBottom().y)) layer:addChild(sgear) sgearB:setCategoryBitmask(4) sgearB:setCollisionBitmask(4) sgearB:setTag(1) world:addJoint(cc.PhysicsJointPin:construct(body, sgearB, cc.p(sgear:getPosition()))) -- big gear local bgear = cc.Node:create() local bgearB = cc.PhysicsBody:createCircle(100) bgear:setPhysicsBody(bgearB) bgear:setPosition(cc.p(VisibleRect:leftBottom().x + 275, VisibleRect:leftBottom().y)) layer:addChild(bgear) bgearB:setCategoryBitmask(4) world:addJoint(cc.PhysicsJointPin:construct(body, bgearB, cc.p(bgear:getPosition()))) -- pump local pump = cc.Node:create() local center = cc.PhysicsShape:getPolygonCenter(vec) pump:setPosition(center) local pumpB = cc.PhysicsBody:createPolygon(vec, cc.PHYSICSBODY_MATERIAL_DEFAULT, cc.p(-center.x, -center.y)) pump:setPhysicsBody(pumpB) layer:addChild(pump) pumpB:setCategoryBitmask(2) pumpB:setGravityEnable(false) world:addJoint(cc.PhysicsJointDistance:construct(pumpB, sgearB, cc.p(0, 0), cc.p(0, -44))) -- plugger local seg = {cc.p(VisibleRect:leftTop().x + 75, VisibleRect:leftTop().y-120), cc.p(VisibleRect:leftBottom().x + 75, VisibleRect:leftBottom().y-100)} local segCenter = cc.p((seg[2].x + seg[1].x)/2, (seg[2].y + seg[1].y)/2) seg[2] = cc.p(seg[2].x - segCenter.x, seg[2].y - segCenter.y) seg[1] = cc.p(seg[1].x - segCenter.x, seg[1].y - segCenter.y) local plugger = cc.Node:create() local pluggerB = cc.PhysicsBody:createEdgeSegment(seg[1], seg[2], cc.PhysicsMaterial(0.01, 0.0, 0.5), 20) pluggerB:setDynamic(true) pluggerB:setMass(30) pluggerB:setMoment(100000) plugger:setPhysicsBody(pluggerB) plugger:setPosition(segCenter) layer:addChild(plugger) pluggerB:setCategoryBitmask(2) sgearB:setCollisionBitmask(5) world:addJoint(cc.PhysicsJointPin:construct(body, pluggerB, cc.p(VisibleRect:leftBottom().x + 75, VisibleRect:leftBottom().y-90))) world:addJoint(cc.PhysicsJointDistance:construct(pluggerB, sgearB, pluggerB:world2Local(cc.p(0,0)), cc.p(44, 0))) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Pump") Helper.subtitleLabel:setString("touch screen on left or right") return layer end local function PhysicsDemoSlice() local layer = cc.Layer:create() local function onEnter() layer:toggleDebug() local sliceTag = 1 local function clipPoly(shape, normal, distance) local body = shape:getBody() local count = shape:getPointsCount() local points = {} local j = count - 1 for i in range(0, count-1) do local a = body:local2World(shape:getPoint(j)) local aDist = cc.pDot(a, normal) - distance if aDist < 0.0 then points[#points + 1] = a end local b = body:local2World(shape:getPoint(i)) local bDist = cc.pDot(b, normal) - distance if aDist*bDist < 0.0 then local t = math.abs(aDist)/(math.abs(aDist) + math.abs(bDist)) points[#points + 1] = cc.pLerp(a, b, t) end j = i end local center = cc.PhysicsShape:getPolygonCenter(points) local node = cc.Node:create() local polyon = cc.PhysicsBody:createPolygon(points, cc.PHYSICSBODY_MATERIAL_DEFAULT, cc.p(-center.x, -center.y)) node:setPosition(center) node:setPhysicsBody(polyon) polyon:setVelocity(body:getVelocityAtWorldPoint(center)) polyon:setAngularVelocity(body:getAngularVelocity()) polyon.tag = sliceTag layer:addChild(node) end local function slice(world, info) if info.shape:getBody().tag ~= sliceTag then return true end if not info.shape:containsPoint(info.start) and not info.shape:containsPoint(info.ended) then local normal = cc.p(info.ended.x - info.start.x, info.ended.y - info.start.y) normal = cc.pNormalize(cc.pPerp(normal)) local dist = cc.pDot(info.start, normal) clipPoly(info.shape, normal, dist) clipPoly(info.shape, cc.p(-normal.x, -normal.y), -dist) info.shape:getBody():removeFromWorld() end return true end local function onTouchEnded(touch, event) cc.Director:getInstance():getRunningScene():getPhysicsWorld():rayCast(slice, touch:getStartLocation(), touch:getLocation()) end local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(function() return true end, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local ground = cc.Node:create() ground:setPhysicsBody(cc.PhysicsBody:createEdgeSegment(cc.p(VisibleRect:leftBottom().x, VisibleRect:leftBottom().y + 50), cc.p(VisibleRect:rightBottom().x, VisibleRect:rightBottom().y + 50))) layer:addChild(ground) local box = cc.Node:create() local points = {cc.p(-100, -100), cc.p(-100, 100), cc.p(100, 100), cc.p(100, -100)} box:setPhysicsBody(cc.PhysicsBody:createPolygon(points)) box:setPosition(VisibleRect:center()) box:getPhysicsBody().tag = sliceTag layer:addChild(box) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Slice") Helper.subtitleLabel:setString("click and drag to slice up the block") return layer end local function PhysicsDemoBug3988() local layer = cc.Layer:create() local function onEnter() layer:toggleDebug() cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0, 0)) local ball = cc.Sprite:create("Images/YellowSquare.png") ball:setPosition(cc.p(VisibleRect:center().x-100, VisibleRect:center().y)) ball:setRotation(30.0) layer:addChild(ball) local physicsBall = makeBox(cc.p(VisibleRect:center().x+100, VisibleRect:center().y), cc.size(100, 100)) physicsBall:setRotation(30.0) layer:addChild(physicsBall) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Bug3988") Helper.subtitleLabel:setString("All the Rectangles should have same rotation angle") return layer end local function PhysicsContactTest() local layer = cc.Layer:create() local function onEnter() cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0, 0)) local s = cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height) layer.yellowBoxNum = 50 layer.blueBoxNum = 50 layer.yellowTriangleNum = 50 layer.blueTriangleNum = 50 local function onContactBegin(contact) local a = contact:getShapeA():getBody() local b = contact:getShapeB():getBody() local body = (a:getCategoryBitmask() == 4 or a:getCategoryBitmask() == 8) and a or b assert(body:getCategoryBitmask() == 4 or body:getCategoryBitmask() == 8, "physics contact fail") return true end local function resetTest() layer:removeChildByTag(10) local root = cc.Node:create() root:setTag(10) layer:addChild(root) local s = cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height) local label = cc.Label:createWithTTF(tostring(layer.yellowBoxNum), s_arialPath, 32) root:addChild(label, 1) label:setAnchorPoint(cc.p(0.5, 0.5)) label:setPosition(cc.p(s.width/2, s.height-50)) label = cc.Label:createWithTTF(tostring(layer.blueBoxNum), s_arialPath, 32) root:addChild(label, 1) label:setAnchorPoint(cc.p(0.5, 0.5)) label:setPosition(cc.p(s.width/2, s.height-90)) label = cc.Label:createWithTTF(tostring(layer.yellowTriangleNum), s_arialPath, 32) root:addChild(label, 1) label:setAnchorPoint(cc.p(0.5, 0.5)) label:setPosition(cc.p(s.width/2, s.height-130)) label = cc.Label:createWithTTF(tostring(layer.blueTriangleNum), s_arialPath, 32) root:addChild(label, 1) label:setAnchorPoint(cc.p(0.5, 0.5)) label:setPosition(cc.p(s.width/2, s.height-170)) local wall = cc.Node:create() wall:setPhysicsBody(cc.PhysicsBody:createEdgeBox(s, cc.PhysicsMaterial(0.1, 1, 0.0))) wall:setPosition(VisibleRect:center()) root:addChild(wall) -- yellow box, will collide with itself and blue box. for i = 1, layer.yellowBoxNum do local size = cc.size(10 + math.random()*10, 10 + math.random()*10) local winSize = cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height) local position = cc.p(winSize.width - size.width, winSize.height - size.height) position.x = position.x * math.random() position.y = position.y * math.random() position = cc.p(VisibleRect:leftBottom().x + position.x + size.width/2, VisibleRect:leftBottom().y + position.y + size.height/2) local velocity = cc.p((math.random() - 0.5)*200, (math.random() - 0.5)*200) local box = makeBox(position, size, 1, cc.PhysicsMaterial(0.1, 1, 0.0)) local boxPhysicsBody = box:getPhysicsBody() boxPhysicsBody:setVelocity(velocity) boxPhysicsBody:setCategoryBitmask(1) -- 0001 boxPhysicsBody:setContactTestBitmask(4) -- 0100 boxPhysicsBody:setCollisionBitmask(3) -- 0011 root:addChild(box) end -- blue box, will collide with blue box. for i = 1, layer.blueBoxNum do local size = cc.size(10 + math.random()*10, 10 + math.random()*10) local winSize = cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height) local position = cc.p(winSize.width - size.width, winSize.height - size.height) position.x = position.x * math.random() position.y = position.y * math.random() position = cc.p(VisibleRect:leftBottom().x + position.x + size.width/2, VisibleRect:leftBottom().y + position.y + size.height/2) local velocity = cc.p((math.random() - 0.5)*200, (math.random() - 0.5)*200) local box = makeBox(position, size, 2, cc.PhysicsMaterial(0.1, 1, 0.0)) local boxPhysicsBody = box:getPhysicsBody() boxPhysicsBody:setVelocity(velocity) boxPhysicsBody:setCategoryBitmask(2) -- 0010 boxPhysicsBody:setContactTestBitmask(8) -- 1000 boxPhysicsBody:setCollisionBitmask(1) -- 0001 root:addChild(box) end -- yellow triangle, will collide with itself and blue box. for i = 1, layer.yellowTriangleNum do local size = cc.size(10 + math.random()*10, 10 + math.random()*10) local winSize = cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height) local position = cc.p(winSize.width - size.width, winSize.height - size.height) position.x = position.x * math.random() position.y = position.y * math.random() position = cc.p(VisibleRect:leftBottom().x + position.x + size.width/2, VisibleRect:leftBottom().y + position.y + size.height/2) local velocity = cc.p((math.random() - 0.5)*200, (math.random() - 0.5)*200) local triangle = makeTriangle(position, size, 1, cc.PhysicsMaterial(0.1, 1, 0.0)) local trianglePhysicsBody = triangle:getPhysicsBody() trianglePhysicsBody:setVelocity(velocity) trianglePhysicsBody:setCategoryBitmask(4) -- 0100 trianglePhysicsBody:setContactTestBitmask(1) -- 0001 trianglePhysicsBody:setCollisionBitmask(6) -- 0110 root:addChild(triangle) end -- blue triangle, will collide with yellow box. for i = 1, layer.blueTriangleNum do local size = cc.size(10 + math.random()*10, 10 + math.random()*10) local winSize = cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height) local position = cc.p(winSize.width - size.width, winSize.height - size.height) position.x = position.x * math.random() position.y = position.y * math.random() position = cc.p(VisibleRect:leftBottom().x + position.x + size.width/2, VisibleRect:leftBottom().y + position.y + size.height/2) local velocity = cc.p((math.random() - 0.5)*200, (math.random() - 0.5)*200) local triangle = makeTriangle(position, size, 2, cc.PhysicsMaterial(0.1, 1, 0.0)) local trianglePhysicsBody = triangle:getPhysicsBody() trianglePhysicsBody:setVelocity(velocity) trianglePhysicsBody:setCategoryBitmask(8) -- 1000 trianglePhysicsBody:setContactTestBitmask(2) -- 0010 trianglePhysicsBody:setCollisionBitmask(1) -- 0001 root:addChild(triangle) end end local function onDecrease(tag, sender) if tag == 1 then if layer.yellowBoxNum > 0 then layer.yellowBoxNum = layer.yellowBoxNum - 50 end elseif tag == 2 then if layer.blueBoxNum > 0 then layer.blueBoxNum = layer.blueBoxNum - 50 end elseif tag == 3 then if layer.yellowTriangleNum > 0 then layer.yellowTriangleNum = layer.yellowTriangleNum - 50 end elseif tag == 4 then if layer.blueTriangleNum > 0 then layer.blueTriangleNum = layer.blueTriangleNum - 50 end end resetTest() end local function onIncrease(tag, sender) if tag == 1 then layer.yellowBoxNum = layer.yellowBoxNum + 50 elseif tag == 2 then layer.blueBoxNum = layer.blueBoxNum + 50 elseif tag == 3 then layer.yellowTriangleNum = layer.yellowTriangleNum + 50 elseif tag == 4 then layer.blueTriangleNum = layer.blueTriangleNum + 50 end resetTest() end cc.MenuItemFont:setFontSize(65) local decrease1 = cc.MenuItemFont:create(" - ") decrease1:setColor(cc.c3b(0,200,20)) local increase1 = cc.MenuItemFont:create(" + ") increase1:setColor(cc.c3b(0,200,20)) decrease1:setTag(1) increase1:setTag(1) decrease1:registerScriptTapHandler(onDecrease) increase1:registerScriptTapHandler(onIncrease) local menu1 = cc.Menu:create(decrease1, increase1) menu1:alignItemsHorizontally() menu1:setPosition(cc.p(s.width/2, s.height-50)) layer:addChild(menu1, 1) local label = cc.Label:createWithTTF("yellow box", s_arialPath, 32) layer:addChild(label, 1) label:setAnchorPoint(cc.p(0.5, 0.5)) label:setPosition(cc.p(s.width/2 - 150, s.height-50)) local decrease2 = cc.MenuItemFont:create(" - ") decrease2:setColor(cc.c3b(0,200,20)) local increase2 = cc.MenuItemFont:create(" + ") increase2:setColor(cc.c3b(0,200,20)) decrease2:setTag(2) increase2:setTag(2) decrease2:registerScriptTapHandler(onDecrease) increase2:registerScriptTapHandler(onIncrease) local menu2 = cc.Menu:create(decrease2, increase2) menu2:alignItemsHorizontally() menu2:setPosition(cc.p(s.width/2, s.height-90)) layer:addChild(menu2, 1) label = cc.Label:createWithTTF("blue box", s_arialPath, 32) layer:addChild(label, 1) label:setAnchorPoint(cc.p(0.5, 0.5)) label:setPosition(cc.p(s.width/2 - 150, s.height-90)) local decrease3 = cc.MenuItemFont:create(" - ") decrease3:setColor(cc.c3b(0,200,20)) local increase3 = cc.MenuItemFont:create(" + ") increase3:setColor(cc.c3b(0,200,20)) decrease3:setTag(3) increase3:setTag(3) decrease3:registerScriptTapHandler(onDecrease) increase3:registerScriptTapHandler(onIncrease) local menu3 = cc.Menu:create(decrease3, increase3) menu3:alignItemsHorizontally() menu3:setPosition(cc.p(s.width/2, s.height-130)) layer:addChild(menu3, 1) label = cc.Label:createWithTTF("yellow triangle", s_arialPath, 32) layer:addChild(label, 1) label:setAnchorPoint(cc.p(0.5, 0.5)) label:setPosition(cc.p(s.width/2 - 150, s.height-130)) local decrease4 = cc.MenuItemFont:create(" - ") decrease4:setColor(cc.c3b(0,200,20)) local increase4 = cc.MenuItemFont:create(" + ") increase4:setColor(cc.c3b(0,200,20)) decrease4:setTag(4) increase4:setTag(4) decrease4:registerScriptTapHandler(onDecrease) increase4:registerScriptTapHandler(onIncrease) local menu4 = cc.Menu:create(decrease4, increase4) menu4:alignItemsHorizontally() menu4:setPosition(cc.p(s.width/2, s.height-170)) layer:addChild(menu4, 1) label = cc.Label:createWithTTF("blue triangle", s_arialPath, 32) layer:addChild(label, 1) label:setAnchorPoint(cc.p(0.5, 0.5)) label:setPosition(cc.p(s.width/2 - 150, s.height-170)) local contactListener = cc.EventListenerPhysicsContact:create() contactListener:registerScriptHandler(onContactBegin, cc.Handler.EVENT_PHYSICS_CONTACT_BEGIN) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(contactListener, layer) resetTest() end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Contact Test") return layer end local function PhysicsPositionRotationTest() local layer = cc.Layer:create() local function onEnter() layer:toggleDebug() cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0, 0)) local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local wall = cc.Node:create() wall:setPhysicsBody(cc.PhysicsBody:createEdgeBox(VisibleRect:getVisibleRect())) wall:setPosition(VisibleRect:center()) layer:addChild(wall) -- anchor test local anchorNode = cc.Sprite:create("Images/YellowSquare.png") anchorNode:setAnchorPoint(cc.p(0.1, 0.9)) anchorNode:setPosition(100, 100) anchorNode:setScale(0.25) anchorNode:setPhysicsBody(cc.PhysicsBody:createBox(anchorNode:getContentSize())) anchorNode:getPhysicsBody():setTag(DRAG_BODYS_TAG) layer:addChild(anchorNode) --parent test local parent = cc.Sprite:create("Images/YellowSquare.png") parent:setPosition(200, 100) parent:setScale(0.25) local parentPhysicsBody = cc.PhysicsBody:createBox(anchorNode:getContentSize()) parent:setPhysicsBody(parentPhysicsBody) parentPhysicsBody:setTag(DRAG_BODYS_TAG) layer:addChild(parent) local leftBall = cc.Sprite:create("Images/ball.png") leftBall:setPosition(-30, 0) leftBall:setScale(2) leftBall:setPhysicsBody(cc.PhysicsBody:createCircle(leftBall:getContentSize().width / 2)) leftBall:getPhysicsBody():setTag(DRAG_BODYS_TAG) parent:addChild(leftBall) -- offset position rotation test local offsetPosNode = cc.Sprite:create("Images/YellowSquare.png") offsetPosNode:setPosition(100, 200) local offsetPosNodePhysicsBody = cc.PhysicsBody:createBox(cc.size(offsetPosNode:getContentSize().width/2, offsetPosNode:getContentSize().height/2)) offsetPosNode:setPhysicsBody(offsetPosNodePhysicsBody) offsetPosNodePhysicsBody:setPositionOffset(cc.p(-offsetPosNode:getContentSize().width/2, -offsetPosNode:getContentSize().height/2)) offsetPosNodePhysicsBody:setRotationOffset(45) offsetPosNodePhysicsBody:setTag(DRAG_BODYS_TAG) layer:addChild(offsetPosNode) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Position/Rotation Test") return layer end local function PhysicsSetGravityEnableTest() local layer = cc.Layer:create() local function onEnter() local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local wall = cc.Node:create() wall:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height), cc.PhysicsMaterial(0.1, 1.0, 0.0))) wall:setPosition(VisibleRect:center()); layer:addChild(wall) local commonBox = makeBox(cc.p(100, 100), cc.size(50, 50), 1) commonBox:getPhysicsBody():setTag(DRAG_BODYS_TAG) layer:addChild(commonBox) local box = makeBox(cc.p(200, 100), cc.size(50, 50), 2) local boxBody = box:getPhysicsBody() boxBody:setMass(20) boxBody:setTag(DRAG_BODYS_TAG) boxBody:setGravityEnable(false) layer:addChild(box) local ball = makeBall(layer,cc.p(200,200),50) ball:setTag(2) local ballBody = ball:getPhysicsBody() ballBody:setTag(DRAG_BODYS_TAG) ballBody:setGravityEnable(false) ballBody:setMass(50) layer:addChild(ball) local function onScheduleOnce() cclog("onScheduleOnce") local ball = layer:getChildByTag(2) ball:getPhysicsBody():setMass(200) cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0, 98)) end --layer:scheduleOnce(onScheduleOnce,1.0) local action = cc.Sequence:create(cc.DelayTime:create(1.0), cc.CallFunc:create(onScheduleOnce)) layer:runAction(action) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Set Gravity Enable Test") Helper.subtitleLabel:setString("only yellow box drop down") return layer end local function PhysicsDemoBug5482() local layer = cc.Layer:create() local function onEnter() layer:toggleDebug() local _bodyInA = false local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN) touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED) touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) -- wall local wall = cc.Node:create() wall:addComponent(cc.PhysicsBody:createEdgeBox(cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height), cc.PhysicsMaterial(0.1, 1.0, 0.0))) wall:setPosition(VisibleRect:center()); layer:addChild(wall) local _nodeA = cc.Sprite:create("Images/YellowSquare.png") _nodeA:setPosition(cc.p(VisibleRect:center().x-150,100)) layer:addChild(_nodeA) local _nodeB = cc.Sprite:create("Images/YellowSquare.png") _nodeB:setPosition(cc.p(VisibleRect:center().x+150,100)) layer:addChild(_nodeB) local _body = cc.PhysicsBody:createBox(_nodeA:getContentSize()) _body:setTag(DRAG_BODYS_TAG) _body:retain() local _button = nil local function changeBodyCallback(sender) local node = nil if _bodyInA then node = _nodeB _button:setString("Set Body To A") cclog("_nodeB") else node = _nodeA _button:setString("Set Body To B") cclog("_nodeA") end local owner = _body:getOwner() if owner ~= nil then owner:removeComponent(_body) end node:addComponent(_body) _bodyInA = not _bodyInA end cc.MenuItemFont:setFontSize(18) _button = cc.MenuItemFont:create("Set Body To A"); _button:registerScriptTapHandler(changeBodyCallback) local menu = cc.Menu:create(_button) layer:addChild(menu) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("bug 5482: setPhysicsBodyTest") Helper.subtitleLabel:setString("change physics body to the other.") return layer end local function PhysicsFixedUpdate() local layer = cc.Layer:create() local function onEnter() cc.Director:getInstance():getRunningScene():getPhysicsWorld():setDebugDrawMask(cc.PhysicsWorld.DEBUGDRAW_ALL) cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0, 0)) local function addBall() local ball = cc.Sprite:create("Images/ball.png") ball:setPosition(cc.p(100,100)) ball:setPhysicsBody(cc.PhysicsBody:createCircle(ball:getContentSize().width/2, cc.PhysicsMaterial(0.1, 1, 0.0))) ball:getPhysicsBody():setTag(DRAG_BODYS_TAG) ball:getPhysicsBody():setVelocity(cc.p(1000,20)) layer:addChild(ball) end local function update(delta) for i=1,3 do cc.Director:getInstance():getRunningScene():getPhysicsWorld():step(1/180.0) end end local function updateStart(delta) addBall() cc.Director:getInstance():getRunningScene():getPhysicsWorld():setAutoStep(false) layer:scheduleUpdateWithPriorityLua(update, 0) end -- wall local wall = cc.Node:create() wall:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height), cc.PhysicsMaterial(0.1, 1.0, 0.0))) wall:setPosition(VisibleRect:center()); layer:addChild(wall) addBall() layer:runAction(cc.Sequence:create(cc.DelayTime:create(2.0), cc.CallFunc:create(updateStart))) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Fixed Update Test") Helper.subtitleLabel:setString("The secend ball should not run across the wall") return layer end local function PhysicsTransformTest() local layer = cc.Layer:create() local function onEnter() layer:toggleDebug() cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0,0)) local touchListener = cc.EventListenerTouchOneByOne:create() touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer) local _rootLayer = cc.Layer:create() layer:addChild(_rootLayer) local wall = cc.Node:create() wall:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height), cc.PhysicsMaterial(0.1, 1.0, 0.0))) wall:setPosition(VisibleRect:center()); _rootLayer:addChild(wall) local _parentSprite = cc.Sprite:create("Images/YellowSquare.png") _parentSprite:setPosition(cc.p(200,100)) _parentSprite:setScale(0.25) _parentSprite:setPhysicsBody(cc.PhysicsBody:createBox(_parentSprite:getContentSize(),cc.PhysicsMaterial(0.1, 1.0, 0.0))) _parentSprite:getPhysicsBody():setTag(DRAG_BODYS_TAG) _parentSprite:setTag(1) _rootLayer:addChild(_parentSprite) local leftBall = cc.Sprite:create("Images/ball.png") leftBall:setPosition(cc.p(-30,0)) leftBall:setScale(2) leftBall:setPhysicsBody(cc.PhysicsBody:createCircle(leftBall:getContentSize().width/2,cc.PhysicsMaterial(0.1,1.0,0.0))) leftBall:getPhysicsBody():setTag(DRAG_BODYS_TAG) _parentSprite:addChild(leftBall) local scaleTo = cc.ScaleTo:create(2.0,0.5) local scaleBack = cc.ScaleTo:create(2.0,1.0) _parentSprite:runAction(cc.RepeatForever:create(cc.Sequence:create(scaleTo,scaleBack))) local normal = cc.Sprite:create("Images/YellowSquare.png") normal:setPosition(cc.p(300,100)) normal:setScale(0.25,0.5) normal:setPhysicsBody(cc.PhysicsBody:createBox(normal:getContentSize(),cc.PhysicsMaterial(0.1,1.0,0.0))) normal:getPhysicsBody():setTag(DRAG_BODYS_TAG) _rootLayer:addChild(normal) local bullet = cc.Sprite:create("Images/ball.png") bullet:setPosition(cc.p(200,200)) bullet:setPhysicsBody(cc.PhysicsBody:createCircle(bullet:getContentSize().width/2,cc.PhysicsMaterial(0.1,1.0,0.0))) bullet:getPhysicsBody():setVelocity(cc.p(100,100)) _rootLayer:addChild(bullet) local move = cc.MoveBy:create(2.0,cc.p(100,100)) local move2 = cc.MoveBy:create(2.0,cc.p(-200,0)) local move3 = cc.MoveBy:create(2.0,cc.p(100,-100)) local scale = cc.ScaleTo:create(3.0,0.3) local scale2 = cc.ScaleTo:create(3.0,1.0) local rotate = cc.RotateBy:create(6.0,360) _rootLayer:runAction(cc.RepeatForever:create(cc.Sequence:create(move,move2,move3))) _rootLayer:runAction(cc.RepeatForever:create(cc.Sequence:create(scale,scale2))) _rootLayer:runAction(cc.RepeatForever:create(cc.Sequence:create(rotate))) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Physics transform test") return layer end local function PhysicsIssue9959() local layer = cc.Layer:create() local function onEnter() local origin = cc.Director:getInstance():getVisibleOrigin() local visibleSize = cc.Director:getInstance():getVisibleSize() local scale9Sprite1 = ccui.Scale9Sprite:create("Images/ball.png") scale9Sprite1:setPosition(cc.p(origin.x+visibleSize.width/2,origin.y+visibleSize.height/2)) layer:addChild(scale9Sprite1) scale9Sprite1:runAction(cc.RepeatForever:create(cc.Sequence:create(cc.MoveBy:create(2.0,cc.p(100.0,0.0)), cc.MoveBy:create(2.0,cc.p(-100,0.0))))) local scale9Sprite2 = ccui.Scale9Sprite:create("Images/ball.png") scale9Sprite2:setPosition(cc.p(origin.x+visibleSize.width/2,origin.y+visibleSize.height/2+50)) layer:addChild(scale9Sprite2) scale9Sprite2:runAction(cc.RepeatForever:create(cc.Sequence:create(cc.ScaleTo:create(2.0,1.5), cc.ScaleTo:create(2.0,1.0)))) local scale9Sprite3 = ccui.Scale9Sprite:create("Images/ball.png") scale9Sprite3:setPosition(cc.p(origin.x+visibleSize.width/2,origin.y+visibleSize.height/2-50)) layer:addChild(scale9Sprite3) scale9Sprite3:runAction(cc.RepeatForever:create(cc.Sequence:create(cc.RotateBy:create(2.0,360)))) end initWithLayer(layer, onEnter) Helper.titleLabel:setString("Reorder issue #9959") Helper.subtitleLabel:setString("Test Scale9Sprite run scale/move/rotation action in physics scene") return layer end function PhysicsTest() cclog("PhysicsTest") local scene = cc.Scene:createWithPhysics() Helper.usePhysics = true Helper.createFunctionTable = { PhysicsDemoLogoSmash, PhysicsDemoPyramidStack, PhysicsDemoClickAdd, PhysicsDemoRayCast, PhysicsDemoJoints, PhysicsDemoActions, PhysicsDemoPump, PhysicsDemoOneWayPlatform, PhysicsDemoSlice, PhysicsDemoBug3988, PhysicsContactTest, PhysicsPositionRotationTest, PhysicsSetGravityEnableTest, PhysicsDemoBug5482, PhysicsFixedUpdate, PhysicsTransformTest, PhysicsIssue9959 } scene:addChild(Helper.createFunctionTable[1]()) scene:addChild(CreateBackMenuItem()) return scene end