mirror of https://github.com/axmolengine/axmol.git
280 lines
7.9 KiB
C++
280 lines
7.9 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft
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https://axmolengine.github.io/
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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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//
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// Accelerometer + Chipmunk physics + multi touches example
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// a cocos2d example
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// https://axmolengine.github.io/
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//
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#include "chipmunk/chipmunk.h"
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#include "ChipmunkTest.h"
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USING_NS_AX;
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USING_NS_AX_EXT;
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enum
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{
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kTagParentNode = 1,
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};
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enum
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{
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Z_PHYSICS_DEBUG = 100,
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};
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// callback to remove Shapes from the Space
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ChipmunkTest::ChipmunkTest()
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{
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// enable events
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auto touchListener = EventListenerTouchAllAtOnce::create();
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touchListener->onTouchesEnded = AX_CALLBACK_2(ChipmunkTest::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
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Device::setAccelerometerEnabled(true);
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auto accListener = EventListenerAcceleration::create(AX_CALLBACK_2(ChipmunkTest::onAcceleration, this));
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_eventDispatcher->addEventListenerWithSceneGraphPriority(accListener, this);
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// title
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auto label = Label::createWithTTF("Multi touch the screen", "fonts/Marker Felt.ttf", 36.0f);
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label->setPosition(VisibleRect::center().x, VisibleRect::top().y - 30);
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this->addChild(label, -1);
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// reset button
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createResetButton();
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// init physics
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physicsDebugNodeOffset = Vec2(0, 0);
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initPhysics();
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#if 1
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// Use batch node. Faster
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auto parent = SpriteBatchNode::create("Images/grossini_dance_atlas.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/grossini_dance_atlas.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(ax::Vec2(200.0f, 200.0f));
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// menu for debug layer
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MenuItemFont::setFontSize(18);
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auto item = MenuItemFont::create("Toggle debug", AX_CALLBACK_1(ChipmunkTest::toggleDebugCallback, this));
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auto menu = Menu::create(item, nullptr);
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this->addChild(menu);
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menu->setPosition(VisibleRect::right().x - 100, VisibleRect::top().y - 60);
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scheduleUpdate();
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}
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void ChipmunkTest::toggleDebugCallback(Ref* sender)
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{
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_debugLayer->setVisible(!_debugLayer->isVisible());
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}
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ChipmunkTest::~ChipmunkTest()
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{
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// manually Free rogue shapes
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for (int i = 0; i < 4; i++)
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{
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cpShapeFree(_walls[i]);
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}
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#if AX_TARGET_PLATFORM == AX_PLATFORM_WIN32
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cpSpaceFree(_space);
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#else
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cpHastySpaceFree(_space);
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#endif
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Device::setAccelerometerEnabled(false);
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}
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void ChipmunkTest::initPhysics()
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{
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// init chipmunk
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// cpInitChipmunk();
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#if AX_TARGET_PLATFORM == AX_PLATFORM_WIN32
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_space = cpSpaceNew();
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#else
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_space = cpHastySpaceNew();
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cpHastySpaceSetThreads(_space, 0);
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#endif
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cpSpaceSetGravity(_space, cpv(0.0f, -100.0f));
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//
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// rogue shapes
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// We have to free them manually
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//
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// bottom
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_walls[0] =
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cpSegmentShapeNew(cpSpaceGetStaticBody(_space), cpv(VisibleRect::leftBottom().x, VisibleRect::leftBottom().y),
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cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), 0.0f);
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// top
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_walls[1] = cpSegmentShapeNew(cpSpaceGetStaticBody(_space), cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y),
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cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
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// left
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_walls[2] =
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cpSegmentShapeNew(cpSpaceGetStaticBody(_space), cpv(VisibleRect::leftBottom().x, VisibleRect::leftBottom().y),
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cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y), 0.0f);
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// right
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_walls[3] =
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cpSegmentShapeNew(cpSpaceGetStaticBody(_space), cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y),
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cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
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for (int i = 0; i < 4; i++)
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{
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cpShapeSetElasticity(_walls[i], 1.0f);
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cpShapeSetFriction(_walls[i], 1.0f);
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cpSpaceAddShape(_space, _walls[i]);
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}
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// Physics debug layer
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_debugLayer = PhysicsDebugNodeChipmunk2D::create(_space);
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this->addChild(_debugLayer, Z_PHYSICS_DEBUG);
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}
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void ChipmunkTest::update(float delta)
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{
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// Should use a fixed size step based on the animation interval.
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int steps = 2;
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float dt = Director::getInstance()->getAnimationInterval() / (float)steps;
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for (int i = 0; i < steps; i++)
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{
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#if AX_TARGET_PLATFORM == AX_PLATFORM_WIN32
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cpSpaceStep(_space, dt);
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#else
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cpHastySpaceStep(_space, dt);
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#endif
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}
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}
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void ChipmunkTest::createResetButton()
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{
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auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", AX_CALLBACK_1(ChipmunkTest::reset, this));
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auto menu = Menu::create(reset, nullptr);
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menu->setPosition(VisibleRect::center().x, VisibleRect::bottom().y + 30);
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this->addChild(menu, -1);
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}
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void ChipmunkTest::reset(Ref* sender)
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{
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getTestSuite()->restartCurrTest();
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}
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void ChipmunkTest::addNewSpriteAtPosition(ax::Vec2 pos)
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{
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int posx, posy;
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auto parent = getChildByTag(kTagParentNode);
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posx = AXRANDOM_0_1() * 200.0f;
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posy = AXRANDOM_0_1() * 200.0f;
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posx = (posx % 4) * 85;
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posy = (posy % 3) * 121;
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int num = 4;
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cpVect verts[] = {
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cpv(-24, -54),
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cpv(-24, 54),
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cpv(24, 54),
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cpv(24, -54),
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};
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cpBody* body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero, 0.0f));
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cpBodySetPosition(body, cpv(pos.x, pos.y));
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cpSpaceAddBody(_space, body);
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cpShape* shape = cpPolyShapeNew(body, num, verts, cpTransformIdentity, 0.0f);
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cpShapeSetElasticity(shape, 0.5f);
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cpShapeSetFriction(shape, 0.5f);
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cpSpaceAddShape(_space, shape);
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auto sprite = PhysicsSpriteChipmunk2D::createWithTexture(_spriteTexture, ax::Rect(posx, posy, 85, 121));
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parent->addChild(sprite);
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sprite->setCPBody(body);
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sprite->setPosition(pos);
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}
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void ChipmunkTest::onEnter()
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{
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TestCase::onEnter();
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}
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void ChipmunkTest::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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auto location = touch->getLocation();
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addNewSpriteAtPosition(location);
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}
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}
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void ChipmunkTest::onAcceleration(Acceleration* acc, Event* event)
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{
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static float prevX = 0, prevY = 0;
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#define kFilterFactor 0.05f
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float accelX = (float)acc->x * kFilterFactor + (1 - kFilterFactor) * prevX;
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float accelY = (float)acc->y * kFilterFactor + (1 - kFilterFactor) * prevY;
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prevX = accelX;
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prevY = accelY;
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auto v = ax::Vec2(accelX, accelY);
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v = v * 200;
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cpSpaceSetGravity(_space, cpv(v.x, v.y));
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}
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ChipmunkTests::ChipmunkTests()
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{
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ADD_TEST_CASE(ChipmunkTest);
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}
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