mirror of https://github.com/axmolengine/axmol.git
274 lines
6.6 KiB
C++
274 lines
6.6 KiB
C++
//
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// Accelerometer + Chipmunk physics + multi touches example
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// a cocos2d example
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// http://www.cocos2d-x.org
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//
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#include "ChipmunkAccelTouchTest.h"
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enum {
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kTagParentNode = 1,
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};
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// callback to remove Shapes from the Space
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void removeShape( cpBody *body, cpShape *shape, void *data )
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{
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cpShapeFree( shape );
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}
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ChipmunkPhysicsSprite::ChipmunkPhysicsSprite()
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: m_pBody(NULL)
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{
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}
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ChipmunkPhysicsSprite::~ChipmunkPhysicsSprite()
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{
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cpBodyEachShape(m_pBody, removeShape, NULL);
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cpBodyFree( m_pBody );
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}
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void ChipmunkPhysicsSprite::setPhysicsBody(cpBody * 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 ChipmunkPhysicsSprite::isDirty(void)
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{
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return true;
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}
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CCAffineTransform ChipmunkPhysicsSprite::nodeToParentTransform(void)
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{
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float x = m_pBody->p.x;
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float y = m_pBody->p.y;
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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 c = m_pBody->rot.x;
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float s = m_pBody->rot.y;
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if( ! m_tAnchorPointInPoints.equals(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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ChipmunkAccelTouchTestLayer::ChipmunkAccelTouchTestLayer()
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{
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// enable events
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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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// title
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CCLabelTTF *label = CCLabelTTF::create("Multi touch the screen", "Marker Felt", 36);
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label->setPosition(ccp( s.width / 2, s.height - 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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initPhysics();
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#if 1
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// Use batch node. Faster
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CCSpriteBatchNode *parent = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 100);
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m_pSpriteTexture = parent->getTexture();
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#else
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// doesn't use batch node. Slower
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m_pSpriteTexture = CCTextureCache::sharedTextureCache()->addImage("Images/grossini_dance_atlas.png");
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CCNode *parent = CCNode::create();
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#endif
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addChild(parent, 0, kTagParentNode);
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addNewSpriteAtPosition(ccp(200,200));
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scheduleUpdate();
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}
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ChipmunkAccelTouchTestLayer::~ChipmunkAccelTouchTestLayer()
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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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cpShapeFree( m_pWalls[i] );
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}
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cpSpaceFree( m_pSpace );
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}
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void ChipmunkAccelTouchTestLayer::initPhysics()
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{
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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// init chipmunk
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//cpInitChipmunk();
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m_pSpace = cpSpaceNew();
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m_pSpace->gravity = cpv(0, -100);
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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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m_pWalls[0] = cpSegmentShapeNew( m_pSpace->staticBody, cpv(0,0), cpv(s.width,0), 0.0f);
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// top
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m_pWalls[1] = cpSegmentShapeNew( m_pSpace->staticBody, cpv(0,s.height), cpv(s.width,s.height), 0.0f);
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// left
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m_pWalls[2] = cpSegmentShapeNew( m_pSpace->staticBody, cpv(0,0), cpv(0,s.height), 0.0f);
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// right
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m_pWalls[3] = cpSegmentShapeNew( m_pSpace->staticBody, cpv(s.width,0), cpv(s.width,s.height), 0.0f);
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for( int i=0;i<4;i++) {
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m_pWalls[i]->e = 1.0f;
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m_pWalls[i]->u = 1.0f;
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cpSpaceAddStaticShape(m_pSpace, m_pWalls[i] );
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}
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}
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void ChipmunkAccelTouchTestLayer::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 = CCDirector::sharedDirector()->getAnimationInterval()/(float)steps;
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for(int i=0; i<steps; i++){
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cpSpaceStep(m_pSpace, dt);
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}
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}
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void ChipmunkAccelTouchTestLayer::createResetButton()
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{
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CCMenuItemImage *reset = CCMenuItemImage::create("Images/r1.png", "Images/r2.png", this, menu_selector(ChipmunkAccelTouchTestLayer::reset));
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CCMenu *menu = CCMenu::create(reset, NULL);
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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menu->setPosition(ccp(s.width/2, 30));
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this->addChild(menu, -1);
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}
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void ChipmunkAccelTouchTestLayer::reset(CCObject* sender)
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{
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CCScene* s = new ChipmunkAccelTouchTestScene();
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ChipmunkAccelTouchTestLayer* child = new ChipmunkAccelTouchTestLayer();
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s->addChild(child);
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child->release();
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CCDirector::sharedDirector()->replaceScene(s);
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s->release();
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}
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void ChipmunkAccelTouchTestLayer::addNewSpriteAtPosition(CCPoint pos)
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{
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int posx, posy;
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CCNode *parent = getChildByTag(kTagParentNode);
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posx = CCRANDOM_0_1() * 200.0f;
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posy = CCRANDOM_0_1() * 200.0f;
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posx = (posx % 4) * 85;
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posy = (posy % 3) * 121;
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ChipmunkPhysicsSprite *sprite = new ChipmunkPhysicsSprite();
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sprite->initWithTexture(m_pSpriteTexture, CCRectMake(posx, posy, 85, 121));
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sprite->autorelease();
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parent->addChild(sprite);
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sprite->setPosition(pos);
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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));
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body->p = cpv(pos.x, pos.y);
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cpSpaceAddBody(m_pSpace, body);
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cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero);
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shape->e = 0.5f; shape->u = 0.5f;
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cpSpaceAddShape(m_pSpace, shape);
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sprite->setPhysicsBody(body);
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}
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void ChipmunkAccelTouchTestLayer::onEnter()
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{
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CCLayer::onEnter();
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}
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void ChipmunkAccelTouchTestLayer::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->getLocation();
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addNewSpriteAtPosition( location );
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}
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}
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void ChipmunkAccelTouchTestLayer::didAccelerate(CCAcceleration* pAccelerationValue)
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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) pAccelerationValue->x * kFilterFactor + (1- kFilterFactor)*prevX;
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float accelY = (float) pAccelerationValue->y * kFilterFactor + (1- kFilterFactor)*prevY;
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prevX = accelX;
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prevY = accelY;
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CCPoint v = ccp( accelX, accelY);
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v = ccpMult(v, 200);
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m_pSpace->gravity = cpv(v.x, v.y);
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}
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void ChipmunkAccelTouchTestScene::runThisTest()
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{
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CCLayer* pLayer = new ChipmunkAccelTouchTestLayer();
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addChild(pLayer);
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pLayer->release();
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CCDirector::sharedDirector()->replaceScene(this);
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}
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