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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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