axmol/template/xcode4/cocos2dx_chipmunk.xctemplate/Classes/HelloWorldScene.cpp

272 lines
6.0 KiB
C++

//
// 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;
enum {
kTagParentNode = 1,
};
// callback to remove Shapes from the Space
void removeShape( cpBody *body, cpShape *shape, void *data )
{
cpShapeFree( shape );
}
ChipmunkPhysicsSprite::ChipmunkPhysicsSprite()
: _body(NULL)
{
}
ChipmunkPhysicsSprite::~ChipmunkPhysicsSprite()
{
cpBodyEachShape(_body, removeShape, NULL);
cpBodyFree( _body );
}
void ChipmunkPhysicsSprite::setPhysicsBody(cpBody * body)
{
_body = 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 ChipmunkPhysicsSprite::isDirty(void)
{
return true;
}
AffineTransform ChipmunkPhysicsSprite::nodeToParentTransform(void)
{
float x = _body->p.x;
float y = _body->p.y;
if ( isIgnoreAnchorPointForPosition() ) {
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
// Make matrix
float c = _body->rot.x;
float s = _body->rot.y;
if( ! _anchorPointInPoints.equals(PointZero) ){
x += c*-_anchorPointInPoints.x + -s*-_anchorPointInPoints.y;
y += s*-_anchorPointInPoints.x + c*-_anchorPointInPoints.y;
}
// Rot, Translate Matrix
_transform = AffineTransformMake( c, s,
-s, c,
x, y );
return _transform;
}
HelloWorld::HelloWorld()
{
}
HelloWorld::~HelloWorld()
{
// manually Free rogue shapes
for( int i=0;i<4;i++) {
cpShapeFree( _walls[i] );
}
cpSpaceFree( _space );
}
Scene* HelloWorld::scene()
{
// 'scene' is an autorelease object.
Scene *scene = Scene::create();
// 'layer' is an autorelease object.
HelloWorld *layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
bool HelloWorld::init()
{
if (!Layer::init())
{
return false;
}
// enable events
setTouchEnabled(true);
setAccelerometerEnabled(true);
Size s = Director::sharedDirector()->getWinSize();
// title
LabelTTF *label = LabelTTF::create("Multi touch the screen", "Marker Felt", 36);
label->setPosition(ccp( s.width / 2, s.height - 30));
this->addChild(label, -1);
// init physics
initPhysics();
#if 1
// Use batch node. Faster
SpriteBatchNode *parent = SpriteBatchNode::create("grossini_dance_atlas.png", 100);
_spriteTexture = parent->getTexture();
#else
// doesn't use batch node. Slower
_spriteTexture = TextureCache::sharedTextureCache()->addImage("grossini_dance_atlas.png");
Node *parent = Node::node();
#endif
addChild(parent, 0, kTagParentNode);
addNewSpriteAtPosition(ccp(200,200));
scheduleUpdate();
return true;
}
void HelloWorld::initPhysics()
{
Size s = Director::sharedDirector()->getWinSize();
// init chipmunk
cpInitChipmunk();
_space = cpSpaceNew();
_space->gravity = cpv(0, -100);
//
// rogue shapes
// We have to free them manually
//
// bottom
_walls[0] = cpSegmentShapeNew( _space->staticBody, cpv(0,0), cpv(s.width,0), 0.0f);
// top
_walls[1] = cpSegmentShapeNew( _space->staticBody, cpv(0,s.height), cpv(s.width,s.height), 0.0f);
// left
_walls[2] = cpSegmentShapeNew( _space->staticBody, cpv(0,0), cpv(0,s.height), 0.0f);
// right
_walls[3] = cpSegmentShapeNew( _space->staticBody, cpv(s.width,0), cpv(s.width,s.height), 0.0f);
for( int i=0;i<4;i++) {
_walls[i]->e = 1.0f;
_walls[i]->u = 1.0f;
cpSpaceAddStaticShape(_space, _walls[i] );
}
}
void HelloWorld::update(float delta)
{
// Should use a fixed size step based on the animation interval.
int steps = 2;
float dt = Director::sharedDirector()->getAnimationInterval()/(float)steps;
for(int i=0; i<steps; i++){
cpSpaceStep(_space, dt);
}
}
void HelloWorld::addNewSpriteAtPosition(Point pos)
{
int posx, posy;
Node *parent = getChildByTag(kTagParentNode);
posx = CCRANDOM_0_1() * 200.0f;
posy = CCRANDOM_0_1() * 200.0f;
posx = (posx % 4) * 85;
posy = (posy % 3) * 121;
ChipmunkPhysicsSprite *sprite = new ChipmunkPhysicsSprite();
sprite->initWithTexture(_spriteTexture, CCRectMake(posx, posy, 85, 121));
sprite->autorelease();
parent->addChild(sprite);
sprite->setPosition(pos);
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(_space, body);
cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero);
shape->e = 0.5f; shape->u = 0.5f;
cpSpaceAddShape(_space, shape);
sprite->setPhysicsBody(body);
}
void HelloWorld::ccTouchesEnded(Set* touches, Event* event)
{
//Add a new body/atlas sprite at the touched location
SetIterator it;
Touch* touch;
for( it = touches->begin(); it != touches->end(); it++)
{
touch = (Touch*)(*it);
if(!touch)
break;
Point location = touch->getLocationInView();
location = Director::sharedDirector()->convertToGL(location);
addNewSpriteAtPosition( location );
}
}
void HelloWorld::didAccelerate(Acceleration* 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;
Point v = ccp( accelX, accelY);
v = ccpMult(v, 200);
_space->gravity = cpv(v.x, v.y);
}