mirror of https://github.com/axmolengine/axmol.git
276 lines
7.3 KiB
C++
276 lines
7.3 KiB
C++
//
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// HelloWorldScene.cpp
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// ___PROJECTNAME___
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//
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// Created by ___FULLUSERNAME___ on ___DATE___.
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// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
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//
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#include "HelloWorldScene.h"
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#include "SimpleAudioEngine.h"
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using namespace cocos2d;
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using namespace CocosDenshion;
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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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PhysicsSprite::PhysicsSprite()
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: m_pBody(NULL)
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{
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}
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void PhysicsSprite::setPhysicsBody(b2Body * body)
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{
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m_pBody = body;
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}
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// this method will only get called if the sprite is batched.
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// return YES if the physics values (angles, position ) changed
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// If you return NO, then nodeToParentTransform won't be called.
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bool PhysicsSprite::isDirty(void)
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{
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return true;
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}
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// returns the transform matrix according the Chipmunk Body values
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CCAffineTransform PhysicsSprite::nodeToParentTransform(void)
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{
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b2Vec2 pos = m_pBody->GetPosition();
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float x = pos.x * PTM_RATIO;
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float y = pos.y * PTM_RATIO;
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if ( isIgnoreAnchorPointForPosition() ) {
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x += m_tAnchorPointInPoints.x;
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y += m_tAnchorPointInPoints.y;
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}
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// Make matrix
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float radians = m_pBody->GetAngle();
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float c = cosf(radians);
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float s = sinf(radians);
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if( ! CCPoint::CCPointEqualToPoint(m_tAnchorPointInPoints, CCPointZero) ){
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x += c*-m_tAnchorPointInPoints.x + -s*-m_tAnchorPointInPoints.y;
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y += s*-m_tAnchorPointInPoints.x + c*-m_tAnchorPointInPoints.y;
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}
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// Rot, Translate Matrix
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m_tTransform = CCAffineTransformMake( c, s,
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-s, c,
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x, y );
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return m_tTransform;
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}
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HelloWorld::HelloWorld()
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{
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setTouchEnabled( true );
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setAccelerometerEnabled( true );
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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// init physics
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this->initPhysics();
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CCSpriteBatchNode *parent = CCSpriteBatchNode::create("blocks.png", 100);
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m_pSpriteTexture = parent->getTexture();
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addChild(parent, 0, kTagParentNode);
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addNewSpriteAtPosition(ccp(s.width/2, s.height/2));
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CCLabelTTF *label = CCLabelTTF::create("Tap screen", "Marker Felt", 32);
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addChild(label, 0);
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label->setColor(ccc3(0,0,255));
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label->setPosition(ccp( s.width/2, s.height-50));
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scheduleUpdate();
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}
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HelloWorld::~HelloWorld()
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{
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delete world;
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world = NULL;
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//delete m_debugDraw;
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}
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void HelloWorld::initPhysics()
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{
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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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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// m_debugDraw = new GLESDebugDraw( PTM_RATIO );
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// world->SetDebugDraw(m_debugDraw);
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uint32 flags = 0;
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flags += b2Draw::e_shapeBit;
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// flags += b2Draw::e_jointBit;
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// flags += b2Draw::e_aabbBit;
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// flags += b2Draw::e_pairBit;
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// flags += b2Draw::e_centerOfMassBit;
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//m_debugDraw->SetFlags(flags);
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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.Set(b2Vec2(0,0), b2Vec2(s.width/PTM_RATIO,0));
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groundBody->CreateFixture(&groundBox,0);
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// top
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groundBox.Set(b2Vec2(0,s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO,s.height/PTM_RATIO));
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groundBody->CreateFixture(&groundBox,0);
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// left
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groundBox.Set(b2Vec2(0,s.height/PTM_RATIO), b2Vec2(0,0));
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groundBody->CreateFixture(&groundBox,0);
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// right
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groundBox.Set(b2Vec2(s.width/PTM_RATIO,s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO,0));
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groundBody->CreateFixture(&groundBox,0);
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}
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void HelloWorld::draw()
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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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CCLayer::draw();
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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kmGLPushMatrix();
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world->DrawDebugData();
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kmGLPopMatrix();
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}
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void HelloWorld::addNewSpriteAtPosition(CCPoint 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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CCNode* parent = 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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PhysicsSprite *sprite = new PhysicsSprite();
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sprite->initWithTexture(m_pSpriteTexture, CCRectMake(32 * idx,32 * idy,32,32));
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sprite->autorelease();
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parent->addChild(sprite);
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sprite->setPosition( CCPointMake( 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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sprite->setPhysicsBody(body);
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}
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void HelloWorld::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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//Iterate over the bodies in the physics world
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for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
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{
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if (b->GetUserData() != NULL) {
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//Synchronize the AtlasSprites position and rotation with the corresponding body
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CCSprite* myActor = (CCSprite*)b->GetUserData();
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myActor->setPosition( CCPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO) );
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myActor->setRotation( -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()) );
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}
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}
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}
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void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
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{
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//Add a new body/atlas sprite at the touched location
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CCSetIterator it;
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CCTouch* touch;
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for( it = touches->begin(); it != touches->end(); it++)
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{
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touch = (CCTouch*)(*it);
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if(!touch)
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break;
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CCPoint location = touch->locationInView();
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location = CCDirector::sharedDirector()->convertToGL(location);
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addNewSpriteAtPosition( location );
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}
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}
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CCScene* HelloWorld::scene()
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{
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// 'scene' is an autorelease object
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CCScene *scene = CCScene::create();
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// add layer as a child to scene
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CCLayer* layer = new HelloWorld();
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scene->addChild(layer);
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layer->release();
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return scene;
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}
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