mirror of https://github.com/axmolengine/axmol.git
256 lines
8.3 KiB
C++
256 lines
8.3 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "Box2dTest.h"
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#include "../testResource.h"
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#include "extensions/cocos-ext.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCCustomCommand.h"
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USING_NS_CC;
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USING_NS_CC_EXT;
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#define PTM_RATIO 32
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enum {
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kTagParentNode = 1,
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};
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Box2DTests::Box2DTests()
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{
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ADD_TEST_CASE(Box2DTest);
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}
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bool Box2DTest::init()
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{
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if (!TestCase::init())
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{
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return false;
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}
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auto dispatcher = Director::getInstance()->getEventDispatcher();
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auto touchListener = EventListenerTouchAllAtOnce::create();
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touchListener->onTouchesEnded = CC_CALLBACK_2(Box2DTest::onTouchesEnded, this);
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dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
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// init physics
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this->initPhysics();
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// create reset button
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this->createResetButton();
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//Set up sprite
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#if 1
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// Use batch node. Faster
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auto parent = SpriteBatchNode::create("Images/blocks.png", 100);
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_spriteTexture = parent->getTexture();
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#else
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// doesn't use batch node. Slower
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_spriteTexture = Director::getInstance()->getTextureCache()->addImage("Images/blocks.png");
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auto parent = Node::create();
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#endif
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addChild(parent, 0, kTagParentNode);
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addNewSpriteAtPosition(VisibleRect::center());
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auto label = Label::createWithTTF("Tap screen", "fonts/Marker Felt.ttf", 32.0f);
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addChild(label, 0);
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label->setColor(Color3B(0, 0, 255));
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label->setPosition(VisibleRect::center().x, VisibleRect::top().y - 50);
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scheduleUpdate();
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return true;
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}
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Box2DTest::Box2DTest()
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: _spriteTexture(nullptr)
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, world(nullptr)
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{
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}
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Box2DTest::~Box2DTest()
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{
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CC_SAFE_DELETE(world);
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}
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void Box2DTest::initPhysics()
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{
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b2Vec2 gravity;
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gravity.Set(0.0f, -10.0f);
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world = new b2World(gravity);
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// Do we want to let bodies sleep?
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world->SetAllowSleeping(true);
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world->SetContinuousPhysics(true);
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// Define the ground body.
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b2BodyDef groundBodyDef;
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groundBodyDef.position.Set(0, 0); // bottom-left corner
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// Call the body factory which allocates memory for the ground body
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// from a pool and creates the ground box shape (also from a pool).
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// The body is also added to the world.
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b2Body* groundBody = world->CreateBody(&groundBodyDef);
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// Define the ground box shape.
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b2EdgeShape groundBox;
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// bottom
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groundBox.SetTwoSided(b2Vec2(VisibleRect::leftBottom().x / PTM_RATIO, VisibleRect::leftBottom().y / PTM_RATIO), b2Vec2(VisibleRect::rightBottom().x / PTM_RATIO, VisibleRect::rightBottom().y / PTM_RATIO));
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groundBody->CreateFixture(&groundBox, 0);
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// top
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groundBox.SetTwoSided(b2Vec2(VisibleRect::leftTop().x / PTM_RATIO, VisibleRect::leftTop().y / PTM_RATIO), b2Vec2(VisibleRect::rightTop().x / PTM_RATIO, VisibleRect::rightTop().y / PTM_RATIO));
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groundBody->CreateFixture(&groundBox, 0);
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// left
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groundBox.SetTwoSided(b2Vec2(VisibleRect::leftTop().x / PTM_RATIO, VisibleRect::leftTop().y / PTM_RATIO), b2Vec2(VisibleRect::leftBottom().x / PTM_RATIO, VisibleRect::leftBottom().y / PTM_RATIO));
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groundBody->CreateFixture(&groundBox, 0);
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// right
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groundBox.SetTwoSided(b2Vec2(VisibleRect::rightBottom().x / PTM_RATIO, VisibleRect::rightBottom().y / PTM_RATIO), b2Vec2(VisibleRect::rightTop().x / PTM_RATIO, VisibleRect::rightTop().y / PTM_RATIO));
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groundBody->CreateFixture(&groundBox, 0);
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// b2World::SetDebugDraw(&Box2DTest::draw);
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}
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void Box2DTest::createResetButton()
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{
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auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", [&](Ref* sender) {
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getTestSuite()->restartCurrTest();
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});
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auto menu = Menu::create(reset, nullptr);
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menu->setPosition(VisibleRect::bottom().x, VisibleRect::bottom().y + 30);
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this->addChild(menu, -1);
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}
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void Box2DTest::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
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//
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// IMPORTANT:
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// This is only for debug purposes
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// It is recommend to disable it
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//
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Scene::draw(renderer, transform, flags);
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// GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION);
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when setting matrix stack");
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(Box2DTest::onDraw, this);
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renderer->addCommand(&_customCommand);
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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void Box2DTest::onDraw()
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{
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when setting matrix stack");
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auto oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV);
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world->DebugDraw();
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV);
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}
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void Box2DTest::addNewSpriteAtPosition(Vec2 p)
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{
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CCLOG("Add sprite %0.2f x %02.f", p.x, p.y);
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// Define the dynamic body.
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//Set up a 1m squared box in the physics world
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b2BodyDef bodyDef;
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bodyDef.type = b2_dynamicBody;
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bodyDef.position.Set(p.x / PTM_RATIO, p.y / PTM_RATIO);
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b2Body* body = world->CreateBody(&bodyDef);
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// Define another box shape for our dynamic body.
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b2PolygonShape dynamicBox;
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dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
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// Define the dynamic body fixture.
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b2FixtureDef fixtureDef;
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fixtureDef.shape = &dynamicBox;
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fixtureDef.density = 1.0f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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auto parent = this->getChildByTag(kTagParentNode);
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//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
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//just randomly picking one of the images
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int idx = (CCRANDOM_0_1() > .5 ? 0 : 1);
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int idy = (CCRANDOM_0_1() > .5 ? 0 : 1);
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auto sprite = PhysicsSpriteBox2D::createWithTexture(_spriteTexture, Rect(32 * idx, 32 * idy, 32, 32));
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parent->addChild(sprite);
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sprite->setB2Body(body);
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sprite->setPTMRatio(PTM_RATIO);
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sprite->setPosition(cocos2d::Vec2(p.x, p.y));
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}
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void Box2DTest::update(float dt)
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{
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//It is recommended that a fixed time step is used with Box2D for stability
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//of the simulation, however, we are using a variable time step here.
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//You need to make an informed choice, the following URL is useful
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//http://gafferongames.com/game-physics/fix-your-timestep/
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int velocityIterations = 8;
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int positionIterations = 1;
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// Instruct the world to perform a single step of simulation. It is
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// generally best to keep the time step and iterations fixed.
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world->Step(dt, velocityIterations, positionIterations);
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// world->DebugDraw();
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}
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void Box2DTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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//Add a new body/atlas sprite at the touched location
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for (auto& touch : touches)
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{
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if (!touch)
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break;
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auto location = touch->getLocation();
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addNewSpriteAtPosition(location);
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}
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} |