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| 1 // Copyright (c) 2013 The Native Client Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 #include "PhysicsLayer.h" | |
| 5 #include "physics_nodes/CCPhysicsSprite.h" | |
| 6 | |
| 7 // Pixels-to-meters ratio for converting screen coordinates | |
| 8 // to Box2D "meters". | |
| 9 #define PTM_RATIO 32 | |
| 10 #define SCREEN_TO_WORLD(n) ((n) / PTM_RATIO) | |
| 11 #define WORLD_TO_SCREEN(n) ((n) * PTM_RATIO) | |
| 12 #define VELOCITY_ITERATIONS 8 | |
| 13 #define POS_ITERATIONS 1 | |
| 14 | |
| 15 #define SPRITE_BATCH_NODE_TAG 99 | |
| 16 | |
| 17 USING_NS_CC_EXT; | |
| 18 | |
| 19 bool PhysicsLayer::init() { | |
| 20 if (!CCLayerColor::initWithColor(ccc4(0,0x8F,0xD8,0xD8))) | |
| 21 return false; | |
| 22 | |
| 23 setTouchEnabled(true); | |
| 24 initPhysics(); | |
| 25 | |
| 26 CCSpriteBatchNode* batch = CCSpriteBatchNode::create("blocks.png", 100); | |
|
binji
2013/02/12 22:51:53
magic number?
Sam Clegg
2013/02/12 23:07:38
Done.
| |
| 27 addChild(batch, 0, SPRITE_BATCH_NODE_TAG); | |
| 28 | |
| 29 // cache texture pointer for creating sprites | |
| 30 sprite_texture_ = batch->getTexture(); | |
| 31 | |
| 32 // script physics updates each frame | |
| 33 schedule(schedule_selector(PhysicsLayer::updateWorld)); | |
| 34 return true; | |
| 35 } | |
| 36 | |
| 37 | |
| 38 PhysicsLayer::~PhysicsLayer() | |
| 39 { | |
|
binji
2013/02/12 22:51:53
{ on previous line
Sam Clegg
2013/02/12 23:07:38
Done.
| |
| 40 delete world_; | |
| 41 } | |
| 42 | |
| 43 | |
| 44 bool PhysicsLayer::initPhysics() | |
| 45 { | |
|
binji
2013/02/12 22:51:53
{ on previous line
Sam Clegg
2013/02/12 23:07:38
Done.
| |
| 46 b2Vec2 gravity(0.0f, -9.8f); | |
| 47 world_ = new b2World(gravity); | |
| 48 world_->SetAllowSleeping(true); | |
| 49 world_->SetContinuousPhysics(true); | |
| 50 | |
| 51 // create the ground | |
| 52 b2BodyDef groundBodyDef; | |
| 53 groundBodyDef.position.Set(0, 0); | |
| 54 b2Body* groundBody = world_->CreateBody(&groundBodyDef); | |
| 55 | |
| 56 CCSize win_size = CCDirector::sharedDirector()->getWinSize(); | |
| 57 int world_width = SCREEN_TO_WORLD(win_size.width); | |
| 58 int world_height = SCREEN_TO_WORLD(win_size.height); | |
| 59 | |
| 60 // Define the ground box shape. | |
| 61 b2EdgeShape groundBox; | |
| 62 // bottom | |
| 63 groundBox.Set(b2Vec2(0, 0), b2Vec2(world_width, 0)); | |
| 64 groundBody->CreateFixture(&groundBox, 0); | |
| 65 // top | |
| 66 groundBox.Set(b2Vec2(0, world_height), b2Vec2(world_width, world_height)); | |
| 67 groundBody->CreateFixture(&groundBox, 0); | |
| 68 // left | |
| 69 groundBox.Set(b2Vec2(0, world_height), b2Vec2(0,0)); | |
| 70 groundBody->CreateFixture(&groundBox, 0); | |
| 71 // right | |
| 72 groundBox.Set(b2Vec2(world_width, world_height), b2Vec2(world_width, 0)); | |
| 73 groundBody->CreateFixture(&groundBox, 0); | |
| 74 } | |
| 75 | |
| 76 | |
| 77 void PhysicsLayer::updateWorld(float dt) { | |
| 78 world_->Step(dt, VELOCITY_ITERATIONS, POS_ITERATIONS); | |
| 79 } | |
| 80 | |
| 81 | |
| 82 void PhysicsLayer::ccTouchesEnded(CCSet* touches, CCEvent* event) { | |
| 83 for (CCSetIterator it = touches->begin(); it != touches->end(); it++) | |
| 84 { | |
|
binji
2013/02/12 22:51:53
"
Sam Clegg
2013/02/12 23:07:38
Done.
| |
| 85 CCTouch* touch = (CCTouch*)(*it); | |
| 86 if (!touch) | |
| 87 break; | |
| 88 | |
| 89 CCPoint location = touch->getLocation(); | |
| 90 //CCLOG("PhysicsLayer touch x:%.f, y:%.f", location.x, location.y); | |
| 91 addNewSpriteAtPosition(location); | |
| 92 } | |
| 93 } | |
| 94 | |
| 95 void PhysicsLayer::addNewSpriteAtPosition(CCPoint p) | |
| 96 { | |
|
binji
2013/02/12 22:51:53
"
Sam Clegg
2013/02/12 23:07:38
Done.
| |
| 97 CCLOG("Add sprite %0.fx%.f", p.x, p.y); | |
| 98 | |
| 99 // Create a new physics body at the given position. | |
| 100 b2BodyDef body_def; | |
| 101 body_def.type = b2_dynamicBody; | |
| 102 body_def.position.Set(SCREEN_TO_WORLD(p.x), SCREEN_TO_WORLD(p.y)); | |
| 103 b2Body* body = world_->CreateBody(&body_def); | |
| 104 | |
| 105 b2PolygonShape dynamicBox; | |
| 106 dynamicBox.SetAsBox(.5f, .5f); | |
| 107 | |
| 108 b2FixtureDef fixtureDef; | |
| 109 fixtureDef.shape = &dynamicBox; | |
| 110 fixtureDef.density = 1.0f; | |
| 111 fixtureDef.friction = 0.3f; | |
| 112 body->CreateFixture(&fixtureDef); | |
| 113 | |
| 114 // Create new sprite an link it to the physics body. | |
| 115 CCPhysicsSprite* sprite; | |
| 116 sprite = CCPhysicsSprite::createWithTexture(sprite_texture_, | |
| 117 CCRectMake(0, 0, 32, 32)); | |
| 118 | |
| 119 // Find the sprite batch node and attach new sprite to it. | |
| 120 CCNode* parent = getChildByTag(SPRITE_BATCH_NODE_TAG); | |
| 121 parent->addChild(sprite); | |
| 122 sprite->setB2Body(body); | |
| 123 sprite->setPTMRatio(PTM_RATIO); | |
| 124 sprite->setPosition(ccp(p.x, p.y)); | |
| 125 } | |
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