// // Accelerometer + Chipmunk physics + multi touches example // a cocos2d example // http://www.cocos2d-x.org // #include "ChipmunkTest.h" enum { kTagParentNode = 1, }; 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 auto label = LabelTTF::create("Multi touch the screen", "Marker Felt", 36); 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 auto 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"); auto parent = Node::create(); #endif addChild(parent, 0, kTagParentNode); addNewSpriteAtPosition(Point(200,200)); // menu for debug layer MenuItemFont::setFontSize(18); auto item = MenuItemFont::create("Toggle debug", CC_CALLBACK_1(ChipmunkTestLayer::toggleDebugCallback, this)); auto menu = Menu::create(item, NULL); this->addChild(menu); menu->setPosition(Point(VisibleRect::right().x-100, VisibleRect::top().y-60)); scheduleUpdate(); #else auto label = LabelTTF::create("Should define CC_ENABLE_CHIPMUNK_INTEGRATION=1\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 ChipmunkTestLayer::toggleDebugCallback(Object* sender) { #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 //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] ); } // 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; isetPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y + 30)); this->addChild(menu, -1); } void ChipmunkTestLayer::reset(Object* sender) { auto s = new ChipmunkAccelTouchTestScene(); auto 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; auto 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); auto sprite = PhysicsSprite::createWithTexture(_spriteTexture, Rect(posx, posy, 85, 121)); parent->addChild(sprite); sprite->setCPBody(body); sprite->setPosition(pos); #endif } void ChipmunkTestLayer::onEnter() { Layer::onEnter(); } void ChipmunkTestLayer::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 ChipmunkTestLayer::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 = Point( accelX, accelY); v = v * 200; _space->gravity = cpv(v.x, v.y); } void ChipmunkAccelTouchTestScene::runThisTest() { auto layer = new ChipmunkTestLayer(); addChild(layer); layer->release(); Director::getInstance()->replaceScene(this); }