axmol/template/xcode4/cocos2dx_box2d.xctemplate/Classes/HelloWorldScene.cpp

219 lines
6.3 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;
#define PTM_RATIO 32
enum
{
kTagTileMap = 1,
kTagSpriteManager = 1,
kTagAnimation1 = 1,
};
HelloWorld::HelloWorld()
{
setIsTouchEnabled( true );
setIsAccelerometerEnabled( true );
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
//UXLOG(L"Screen width %0.2f screen height %0.2f",screenSize.width,screenSize.height);
// Define the gravity vector.
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
// Do we want to let bodies sleep?
bool doSleep = true;
// Construct a world object, which will hold and simulate the rigid bodies.
world = new b2World(gravity, doSleep);
world->SetContinuousPhysics(true);
/*
m_debugDraw = new GLESDebugDraw( PTM_RATIO );
world->SetDebugDraw(m_debugDraw);
uint flags = 0;
flags += b2DebugDraw::e_shapeBit;
flags += b2DebugDraw::e_jointBit;
flags += b2DebugDraw::e_aabbBit;
flags += b2DebugDraw::e_pairBit;
flags += b2DebugDraw::e_centerOfMassBit;
m_debugDraw->SetFlags(flags);
*/
// Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0, 0); // bottom-left corner
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody = world->CreateBody(&groundBodyDef);
// Define the ground box shape.
b2PolygonShape groundBox;
// bottom
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBox, 0);
// top
groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&groundBox, 0);
// left
groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(0,0));
groundBody->CreateFixture(&groundBox, 0);
// right
groundBox.SetAsEdge(b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBox, 0);
//Set up sprite
CCSpriteBatchNode *mgr = CCSpriteBatchNode::batchNodeWithFile("blocks.png", 150);
addChild(mgr, 0, kTagSpriteManager);
addNewSpriteWithCoords( CCPointMake(screenSize.width/2, screenSize.height/2) );
CCLabelTTF *label = CCLabelTTF::labelWithString("Tap screen", "Marker Felt", 32);
addChild(label, 0);
label->setColor( ccc3(0,0,255) );
label->setPosition( CCPointMake( screenSize.width/2, screenSize.height-50) );
schedule( schedule_selector(HelloWorld::tick) );
}
HelloWorld::~HelloWorld()
{
delete world;
world = NULL;
//delete m_debugDraw;
}
void HelloWorld::draw()
{
// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Needed states: GL_VERTEX_ARRAY,
// Unneeded states: GL_TEXTURE_2D, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//world->DrawDebugData();
// restore default GL states
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void HelloWorld::addNewSpriteWithCoords(CCPoint p)
{
//UXLOG(L"Add sprite %0.2f x %02.f",p.x,p.y);
CCSpriteBatchNode* sheet = (CCSpriteBatchNode*)getChildByTag(kTagSpriteManager);
//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
CCSprite *sprite = CCSprite::spriteWithBatchNode(sheet, CCRectMake(32 * idx,32 * idy,32,32));
sheet->addChild(sprite);
sprite->setPosition( CCPointMake( p.x, p.y) );
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
bodyDef.userData = sprite;
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
}
void HelloWorld::tick(ccTime dt)
{
//It is recommended that a fixed time step is used with Box2D for stability
//of the simulation, however, we are using a variable time step here.
//You need to make an informed choice, the following URL is useful
//http://gafferongames.com/game-physics/fix-your-timestep/
int velocityIterations = 8;
int positionIterations = 1;
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world->Step(dt, velocityIterations, positionIterations);
//Iterate over the bodies in the physics world
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL) {
//Synchronize the AtlasSprites position and rotation with the corresponding body
CCSprite* myActor = (CCSprite*)b->GetUserData();
myActor->setPosition( CCPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO) );
myActor->setRotation( -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()) );
}
}
}
void HelloWorld::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->locationInView(touch->view());
location = CCDirector::sharedDirector()->convertToGL(location);
addNewSpriteWithCoords( location );
}
}
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::node();
// add layer as a child to scene
CCLayer* layer = new HelloWorld();
scene->addChild(layer);
layer->release();
return scene;
}