// // HelloWorldScene.cpp // ___PROJECTNAME___ // // Created by ___FULLUSERNAME___ on ___DATE___. // Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved. // #include "HelloWorldScene.h" #include "SimpleAudioEngine.h" using namespace cocos2d; using namespace CocosDenshion; #define PTM_RATIO 32 enum { kTagParentNode = 1, }; PhysicsSprite::PhysicsSprite() : m_pBody(NULL) { } void PhysicsSprite::setPhysicsBody(b2Body * body) { m_pBody = body; } // this method will only get called if the sprite is batched. // return YES if the physics values (angles, position ) changed // If you return NO, then nodeToParentTransform won't be called. bool PhysicsSprite::isDirty(void) { return true; } // returns the transform matrix according the Chipmunk Body values CCAffineTransform PhysicsSprite::nodeToParentTransform(void) { b2Vec2 pos = m_pBody->GetPosition(); float x = pos.x * PTM_RATIO; float y = pos.y * PTM_RATIO; if ( !getIsRelativeAnchorPoint() ) { x += m_tAnchorPointInPoints.x; y += m_tAnchorPointInPoints.y; } // Make matrix float radians = m_pBody->GetAngle(); float c = cosf(radians); float s = sinf(radians); if( ! CCPoint::CCPointEqualToPoint(m_tAnchorPointInPoints, CCPointZero) ){ x += c*-m_tAnchorPointInPoints.x + -s*-m_tAnchorPointInPoints.y; y += s*-m_tAnchorPointInPoints.x + c*-m_tAnchorPointInPoints.y; } // Rot, Translate Matrix m_tTransform = CCAffineTransformMake( c, s, -s, c, x, y ); return m_tTransform; } HelloWorld::HelloWorld() { setIsTouchEnabled( true ); setIsAccelerometerEnabled( true ); CCSize s = CCDirector::sharedDirector()->getWinSize(); // init physics this->initPhysics(); CCSpriteBatchNode *parent = CCSpriteBatchNode::batchNodeWithFile("blocks.png", 100); m_pSpriteTexture = parent->getTexture(); addChild(parent, 0, kTagParentNode); addNewSpriteAtPosition(ccp(s.width/2, s.height/2)); CCLabelTTF *label = CCLabelTTF::labelWithString("Tap screen", "Marker Felt", 32); addChild(label, 0); label->setColor(ccc3(0,0,255)); label->setPosition(ccp( s.width/2, s.height-50)); scheduleUpdate(); } HelloWorld::~HelloWorld() { delete world; world = NULL; //delete m_debugDraw; } void HelloWorld::initPhysics() { CCSize s = CCDirector::sharedDirector()->getWinSize(); b2Vec2 gravity; gravity.Set(0.0f, -10.0f); world = new b2World(gravity); // Do we want to let bodies sleep? world->SetAllowSleeping(true); world->SetContinuousPhysics(true); // m_debugDraw = new GLESDebugDraw( PTM_RATIO ); // world->SetDebugDraw(m_debugDraw); uint32 flags = 0; flags += b2Draw::e_shapeBit; // flags += b2Draw::e_jointBit; // flags += b2Draw::e_aabbBit; // flags += b2Draw::e_pairBit; // flags += b2Draw::e_centerOfMassBit; //m_debugDraw->SetFlags(flags); // Define the ground body. b2BodyDef groundBodyDef; groundBodyDef.position.Set(0, 0); // bottom-left corner // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2Body* groundBody = world->CreateBody(&groundBodyDef); // Define the ground box shape. b2EdgeShape groundBox; // bottom groundBox.Set(b2Vec2(0,0), b2Vec2(s.width/PTM_RATIO,0)); groundBody->CreateFixture(&groundBox,0); // top groundBox.Set(b2Vec2(0,s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO,s.height/PTM_RATIO)); groundBody->CreateFixture(&groundBox,0); // left groundBox.Set(b2Vec2(0,s.height/PTM_RATIO), b2Vec2(0,0)); groundBody->CreateFixture(&groundBox,0); // right groundBox.Set(b2Vec2(s.width/PTM_RATIO,s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO,0)); groundBody->CreateFixture(&groundBox,0); } void HelloWorld::draw() { // // IMPORTANT: // This is only for debug purposes // It is recommend to disable it // CCLayer::draw(); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); kmGLPushMatrix(); world->DrawDebugData(); kmGLPopMatrix(); } void HelloWorld::addNewSpriteAtPosition(CCPoint p) { CCLOG("Add sprite %0.2f x %02.f",p.x,p.y); CCNode* parent = getChildByTag(kTagParentNode); //We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is //just randomly picking one of the images int idx = (CCRANDOM_0_1() > .5 ? 0:1); int idy = (CCRANDOM_0_1() > .5 ? 0:1); PhysicsSprite *sprite = new PhysicsSprite(); sprite->initWithTexture(m_pSpriteTexture, CCRectMake(32 * idx,32 * idy,32,32)); sprite->autorelease(); parent->addChild(sprite); sprite->setPosition( CCPointMake( p.x, p.y) ); // Define the dynamic body. //Set up a 1m squared box in the physics world b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO); b2Body *body = world->CreateBody(&bodyDef); // Define another box shape for our dynamic body. b2PolygonShape dynamicBox; dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box // Define the dynamic body fixture. b2FixtureDef fixtureDef; fixtureDef.shape = &dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.3f; body->CreateFixture(&fixtureDef); sprite->setPhysicsBody(body); } void HelloWorld::update(ccTime dt) { //It is recommended that a fixed time step is used with Box2D for stability //of the simulation, however, we are using a variable time step here. //You need to make an informed choice, the following URL is useful //http://gafferongames.com/game-physics/fix-your-timestep/ int velocityIterations = 8; int positionIterations = 1; // Instruct the world to perform a single step of simulation. It is // generally best to keep the time step and iterations fixed. world->Step(dt, velocityIterations, positionIterations); //Iterate over the bodies in the physics world for (b2Body* b = world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() != NULL) { //Synchronize the AtlasSprites position and rotation with the corresponding body CCSprite* myActor = (CCSprite*)b->GetUserData(); myActor->setPosition( CCPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO) ); myActor->setRotation( -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()) ); } } } void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event) { //Add a new body/atlas sprite at the touched location CCSetIterator it; CCTouch* touch; for( it = touches->begin(); it != touches->end(); it++) { touch = (CCTouch*)(*it); if(!touch) break; CCPoint location = touch->locationInView(); location = CCDirector::sharedDirector()->convertToGL(location); addNewSpriteAtPosition( location ); } } CCScene* HelloWorld::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::node(); // add layer as a child to scene CCLayer* layer = new HelloWorld(); scene->addChild(layer); layer->release(); return scene; }