mirror of https://github.com/axmolengine/axmol.git
219 lines
6.3 KiB
C++
219 lines
6.3 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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{
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kTagTileMap = 1,
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kTagSpriteManager = 1,
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kTagAnimation1 = 1,
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};
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HelloWorld::HelloWorld()
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{
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setIsTouchEnabled( true );
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setIsAccelerometerEnabled( true );
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CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
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//UXLOG(L"Screen width %0.2f screen height %0.2f",screenSize.width,screenSize.height);
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// Define the gravity vector.
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b2Vec2 gravity;
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gravity.Set(0.0f, -10.0f);
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// Do we want to let bodies sleep?
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bool doSleep = true;
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// Construct a world object, which will hold and simulate the rigid bodies.
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world = new b2World(gravity, doSleep);
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world->SetContinuousPhysics(true);
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/*
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m_debugDraw = new GLESDebugDraw( PTM_RATIO );
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world->SetDebugDraw(m_debugDraw);
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uint flags = 0;
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flags += b2DebugDraw::e_shapeBit;
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flags += b2DebugDraw::e_jointBit;
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flags += b2DebugDraw::e_aabbBit;
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flags += b2DebugDraw::e_pairBit;
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flags += b2DebugDraw::e_centerOfMassBit;
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m_debugDraw->SetFlags(flags);
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*/
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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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b2PolygonShape groundBox;
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// bottom
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groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO,0));
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groundBody->CreateFixture(&groundBox, 0);
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// top
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groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO));
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groundBody->CreateFixture(&groundBox, 0);
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// left
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groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(0,0));
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groundBody->CreateFixture(&groundBox, 0);
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// right
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groundBox.SetAsEdge(b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,0));
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groundBody->CreateFixture(&groundBox, 0);
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//Set up sprite
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CCSpriteBatchNode *mgr = CCSpriteBatchNode::batchNodeWithFile("blocks.png", 150);
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addChild(mgr, 0, kTagSpriteManager);
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addNewSpriteWithCoords( CCPointMake(screenSize.width/2, screenSize.height/2) );
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CCLabelTTF *label = CCLabelTTF::labelWithString("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( CCPointMake( screenSize.width/2, screenSize.height-50) );
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schedule( schedule_selector(HelloWorld::tick) );
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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::draw()
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{
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_VERTEX_ARRAY,
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// Unneeded states: GL_TEXTURE_2D, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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//world->DrawDebugData();
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// restore default GL states
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void HelloWorld::addNewSpriteWithCoords(CCPoint p)
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{
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//UXLOG(L"Add sprite %0.2f x %02.f",p.x,p.y);
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CCSpriteBatchNode* sheet = (CCSpriteBatchNode*)getChildByTag(kTagSpriteManager);
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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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CCSprite *sprite = CCSprite::spriteWithBatchNode(sheet, CCRectMake(32 * idx,32 * idy,32,32));
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sheet->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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bodyDef.userData = sprite;
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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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}
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void HelloWorld::tick(ccTime 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(touch->view());
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location = CCDirector::sharedDirector()->convertToGL(location);
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addNewSpriteWithCoords( 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::node();
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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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