axmol/samples/Cpp/TestCpp/Classes/ChipmunkTest/ChipmunkTest.cpp

243 lines
6.2 KiB
C++

//
// 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
static void removeShape( cpBody *body, cpShape *shape, void *data )
{
cpShapeFree( shape );
}
ChipmunkTestLayer::ChipmunkTestLayer()
{
// enable events
setTouchEnabled(true);
setAccelerometerEnabled(true);
// title
CCLabelTTF *label = CCLabelTTF::create("Multi touch the screen", "Marker Felt", 36);
label->setPosition(ccp( VisibleRect::center().x, VisibleRect::top().y - 30));
this->addChild(label, -1);
// reset button
createResetButton();
// init physics
initPhysics();
#if 1
// Use batch node. Faster
CCSpriteBatchNode *parent = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 100);
m_pSpriteTexture = parent->getTexture();
#else
// doesn't use batch node. Slower
m_pSpriteTexture = CCTextureCache::sharedTextureCache()->addImage("Images/grossini_dance_atlas.png");
CCNode *parent = CCNode::create();
#endif
addChild(parent, 0, kTagParentNode);
addNewSpriteAtPosition(ccp(200,200));
// menu for debug layer
CCMenuItemFont::setFontSize(18);
CCMenuItemFont *item = CCMenuItemFont::create("Toggle debug", this, menu_selector(ChipmunkTestLayer::toggleDebugCallback));
CCMenu *menu = CCMenu::create(item, NULL);
this->addChild(menu);
menu->setPosition(ccp(VisibleRect::right().x-100, VisibleRect::top().y-60));
scheduleUpdate();
}
void ChipmunkTestLayer::toggleDebugCallback(CCObject* pSender)
{
m_pDebugLayer->setVisible(! m_pDebugLayer->isVisible());
}
ChipmunkTestLayer::~ChipmunkTestLayer()
{
// manually Free rogue shapes
for( int i=0;i<4;i++) {
cpShapeFree( m_pWalls[i] );
}
cpSpaceFree( m_pSpace );
}
void ChipmunkTestLayer::initPhysics()
{
// init chipmunk
//cpInitChipmunk();
m_pSpace = cpSpaceNew();
m_pSpace->gravity = cpv(0, -100);
//
// rogue shapes
// We have to free them manually
//
// bottom
m_pWalls[0] = cpSegmentShapeNew( m_pSpace->staticBody,
cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y),
cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), 0.0f);
// top
m_pWalls[1] = cpSegmentShapeNew( m_pSpace->staticBody,
cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y),
cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
// left
m_pWalls[2] = cpSegmentShapeNew( m_pSpace->staticBody,
cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y),
cpv(VisibleRect::leftTop().x,VisibleRect::leftTop().y), 0.0f);
// right
m_pWalls[3] = cpSegmentShapeNew( m_pSpace->staticBody,
cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y),
cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
for( int i=0;i<4;i++) {
m_pWalls[i]->e = 1.0f;
m_pWalls[i]->u = 1.0f;
cpSpaceAddStaticShape(m_pSpace, m_pWalls[i] );
}
// Physics debug layer
m_pDebugLayer = CCPhysicsDebugNode::create(m_pSpace);
this->addChild(m_pDebugLayer, Z_PHYSICS_DEBUG);
}
void ChipmunkTestLayer::update(float delta)
{
// Should use a fixed size step based on the animation interval.
int steps = 2;
float dt = CCDirector::sharedDirector()->getAnimationInterval()/(float)steps;
for(int i=0; i<steps; i++){
cpSpaceStep(m_pSpace, dt);
}
}
void ChipmunkTestLayer::createResetButton()
{
CCMenuItemImage *reset = CCMenuItemImage::create("Images/r1.png", "Images/r2.png", this, menu_selector(ChipmunkTestLayer::reset));
CCMenu *menu = CCMenu::create(reset, NULL);
menu->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y + 30));
this->addChild(menu, -1);
}
void ChipmunkTestLayer::reset(CCObject* sender)
{
CCScene* s = new ChipmunkAccelTouchTestScene();
ChipmunkTestLayer* child = new ChipmunkTestLayer();
s->addChild(child);
child->release();
CCDirector::sharedDirector()->replaceScene(s);
s->release();
}
void ChipmunkTestLayer::addNewSpriteAtPosition(CCPoint pos)
{
int posx, posy;
CCNode *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(m_pSpace, body);
cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero);
shape->e = 0.5f; shape->u = 0.5f;
cpSpaceAddShape(m_pSpace, shape);
CCPhysicsSprite *sprite = CCPhysicsSprite::createWithTexture(m_pSpriteTexture, CCRectMake(posx, posy, 85, 121));
parent->addChild(sprite);
sprite->setBody(body);
sprite->setPosition(pos);
}
void ChipmunkTestLayer::onEnter()
{
CCLayer::onEnter();
}
void ChipmunkTestLayer::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->getLocation();
addNewSpriteAtPosition( location );
}
}
void ChipmunkTestLayer::didAccelerate(CCAcceleration* pAccelerationValue)
{
static float prevX=0, prevY=0;
#define kFilterFactor 0.05f
float accelX = (float) pAccelerationValue->x * kFilterFactor + (1- kFilterFactor)*prevX;
float accelY = (float) pAccelerationValue->y * kFilterFactor + (1- kFilterFactor)*prevY;
prevX = accelX;
prevY = accelY;
CCPoint v = ccp( accelX, accelY);
v = ccpMult(v, 200);
m_pSpace->gravity = cpv(v.x, v.y);
}
void ChipmunkAccelTouchTestScene::runThisTest()
{
CCLayer* pLayer = new ChipmunkTestLayer();
addChild(pLayer);
pLayer->release();
CCDirector::sharedDirector()->replaceScene(this);
}