mirror of https://github.com/axmolengine/axmol.git
259 lines
6.8 KiB
C++
259 lines
6.8 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 "ChipmunkTest.h"
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enum {
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kTagParentNode = 1,
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};
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enum {
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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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ChipmunkTestLayer::ChipmunkTestLayer()
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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// enable events
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auto touchListener = EventListenerTouchAllAtOnce::create();
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touchListener->onTouchesEnded = CC_CALLBACK_2(ChipmunkTestLayer::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(CC_CALLBACK_2(ChipmunkTestLayer::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(cocos2d::Point( 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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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(cocos2d::Point(200,200));
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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", CC_CALLBACK_1(ChipmunkTestLayer::toggleDebugCallback, this));
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auto menu = Menu::create(item, NULL);
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this->addChild(menu);
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menu->setPosition(cocos2d::Point(VisibleRect::right().x-100, VisibleRect::top().y-60));
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scheduleUpdate();
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#else
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auto label = Label::createWithTTF("Should define CC_ENABLE_CHIPMUNK_INTEGRATION=1\n to run this test case",
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"fonts/arial.ttf",
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18);
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auto size = Director::getInstance()->getWinSize();
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label->setPosition(Point(size.width/2, size.height/2));
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addChild(label);
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#endif
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}
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void ChipmunkTestLayer::toggleDebugCallback(Ref* sender)
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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_debugLayer->setVisible(! _debugLayer->isVisible());
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#endif
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}
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ChipmunkTestLayer::~ChipmunkTestLayer()
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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// manually Free rogue shapes
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for( int i=0;i<4;i++) {
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cpShapeFree( _walls[i] );
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}
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cpSpaceFree( _space );
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Device::setAccelerometerEnabled(false);
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#endif
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}
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void ChipmunkTestLayer::initPhysics()
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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// init chipmunk
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//cpInitChipmunk();
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_space = cpSpaceNew();
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_space->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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_walls[0] = cpSegmentShapeNew( _space->staticBody,
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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( _space->staticBody,
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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] = cpSegmentShapeNew( _space->staticBody,
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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] = cpSegmentShapeNew( _space->staticBody,
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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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_walls[i]->e = 1.0f;
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_walls[i]->u = 1.0f;
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cpSpaceAddStaticShape(_space, _walls[i] );
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}
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// Physics debug layer
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_debugLayer = PhysicsDebugNode::create(_space);
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this->addChild(_debugLayer, Z_PHYSICS_DEBUG);
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#endif
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}
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void ChipmunkTestLayer::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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cpSpaceStep(_space, dt);
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}
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}
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void ChipmunkTestLayer::createResetButton()
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{
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auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", CC_CALLBACK_1(ChipmunkTestLayer::reset, this));
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auto menu = Menu::create(reset, NULL);
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menu->setPosition(cocos2d::Point(VisibleRect::center().x, VisibleRect::bottom().y + 30));
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this->addChild(menu, -1);
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}
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void ChipmunkTestLayer::reset(Ref* sender)
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{
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auto s = new ChipmunkAccelTouchTestScene();
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auto child = new ChipmunkTestLayer();
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s->addChild(child);
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child->release();
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void ChipmunkTestLayer::addNewSpriteAtPosition(cocos2d::Point pos)
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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int posx, posy;
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auto 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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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(_space, 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(_space, shape);
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auto sprite = PhysicsSprite::createWithTexture(_spriteTexture, cocos2d::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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#endif
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}
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void ChipmunkTestLayer::onEnter()
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{
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Layer::onEnter();
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}
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void ChipmunkTestLayer::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 ChipmunkTestLayer::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 = cocos2d::Point( accelX, accelY);
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v = v * 200;
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_space->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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auto layer = new ChipmunkTestLayer();
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addChild(layer);
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layer->release();
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Director::getInstance()->replaceScene(this);
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}
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