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Unified Diff: nacltoons/src/level_layer.cc

Issue 12579005: [nacltoons] Rename core classes in accordance with doc. (Closed) Base URL: https://nativeclient-sdk.googlecode.com/svn/trunk/src
Patch Set: Created 7 years, 9 months ago
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Index: nacltoons/src/level_layer.cc
diff --git a/nacltoons/src/physics_layer.cc b/nacltoons/src/level_layer.cc
similarity index 88%
rename from nacltoons/src/physics_layer.cc
rename to nacltoons/src/level_layer.cc
index 4f109cb0938e74cf1d0e4968bb8da09725844e6a..ab6b746f60c23c65a7b56de491cff4768a3b1ba6 100644
--- a/nacltoons/src/physics_layer.cc
+++ b/nacltoons/src/level_layer.cc
@@ -2,9 +2,9 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
-#include "physics_layer.h"
+#include "level_layer.h"
#include "app_delegate.h"
-#include "gameplay_scene.h"
+#include "game_manager.h"
#include "physics_nodes/CCPhysicsSprite.h"
#include "CCLuaEngine.h"
@@ -34,16 +34,16 @@ extern "C" {
USING_NS_CC_EXT;
-PhysicsLayer* PhysicsLayer::create(int level_number)
+LevelLayer* LevelLayer::create(int level_number)
{
- PhysicsLayer* layer = new PhysicsLayer(level_number);
+ LevelLayer* layer = new LevelLayer(level_number);
if (!layer)
return NULL;
layer->init();
return layer;
}
-bool PhysicsLayer::init() {
+bool LevelLayer::init() {
if (!CCLayerColor::initWithColor(ccc4(0,0x8F,0xD8,0xD8)))
return false;
@@ -63,11 +63,11 @@ bool PhysicsLayer::init() {
brush_radius_ = MAX(brush_size.height/2, brush_size.width/2);
// Schedule physics updates each frame
- schedule(schedule_selector(PhysicsLayer::UpdateWorld));
+ schedule(schedule_selector(LevelLayer::UpdateWorld));
return true;
}
-PhysicsLayer::PhysicsLayer(int level_number) :
+LevelLayer::LevelLayer(int level_number) :
level_number_(level_number),
goal_reached_(false),
current_touch_id_(-1),
@@ -81,7 +81,7 @@ PhysicsLayer::PhysicsLayer(int level_number) :
memset(stars_collected_, 0, sizeof(stars_collected_));
}
-PhysicsLayer::~PhysicsLayer() {
+LevelLayer::~LevelLayer() {
brush_->release();
delete box2d_world_;
#ifdef COCOS2D_DEBUG
@@ -89,12 +89,12 @@ PhysicsLayer::~PhysicsLayer() {
#endif
}
-void PhysicsLayer::registerWithTouchDispatcher() {
+void LevelLayer::registerWithTouchDispatcher() {
CCDirector* director = CCDirector::sharedDirector();
director->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
}
-void PhysicsLayer::CreateRenderTarget() {
+void LevelLayer::CreateRenderTarget() {
// create render target for shape drawing
assert(!render_target_);
CCSize win_size = CCDirector::sharedDirector()->getWinSize();
@@ -105,7 +105,7 @@ void PhysicsLayer::CreateRenderTarget() {
addChild(render_target_);
}
-bool PhysicsLayer::LoadLua() {
+bool LevelLayer::LoadLua() {
CCScriptEngineManager* manager = CCScriptEngineManager::sharedManager();
CCLuaEngine* engine = (CCLuaEngine*)manager->getScriptEngine();
assert(engine);
@@ -113,7 +113,7 @@ bool PhysicsLayer::LoadLua() {
assert(lua_stack_);
lua_stack_->pushString("sample_game/game.lua");
- lua_stack_->pushCCObject(this, "PhysicsLayer");
+ lua_stack_->pushCCObject(this, "LevelLayer");
lua_stack_->pushInt(level_number_);
// Call 'main' with three arguments pushed above
@@ -124,7 +124,7 @@ bool PhysicsLayer::LoadLua() {
return true;
}
-bool PhysicsLayer::InitPhysics() {
+bool LevelLayer::InitPhysics() {
b2Vec2 gravity(0.0f, -9.8f);
box2d_world_ = new b2World(gravity);
box2d_world_->SetAllowSleeping(true);
@@ -167,7 +167,7 @@ bool PhysicsLayer::InitPhysics() {
return true;
}
-void PhysicsLayer::ToggleDebug() {
+void LevelLayer::ToggleDebug() {
debug_enabled_ = !debug_enabled_;
// Set visibility of all children based on debug_enabled_
@@ -190,12 +190,12 @@ CCRect CalcBoundingBox(CCSprite* sprite) {
size.width, size.height/2);
}
-void PhysicsLayer::UpdateWorld(float dt) {
+void LevelLayer::UpdateWorld(float dt) {
// update physics
box2d_world_->Step(dt, VELOCITY_ITERATIONS, POS_ITERATIONS);
}
-void PhysicsLayer::LuaNotifyContact(b2Contact* contact,
+void LevelLayer::LuaNotifyContact(b2Contact* contact,
const char* function_name) {
// Return early if lua didn't define the function_name
lua_State* state = lua_stack_->getLuaState();
@@ -217,39 +217,39 @@ void PhysicsLayer::LuaNotifyContact(b2Contact* contact,
// Call 'ContactBegan' lua function passing in 'this'
// as well as the tags of the two bodies that collided
- lua_stack_->pushCCObject(this, "PhysicsLayer");
+ lua_stack_->pushCCObject(this, "LevelLayer");
lua_stack_->pushInt(tag1);
lua_stack_->pushInt(tag2);
lua_stack_->executeFunctionByName(function_name, 3);
}
-void PhysicsLayer::BeginContact(b2Contact* contact) {
+void LevelLayer::BeginContact(b2Contact* contact) {
LuaNotifyContact(contact, "BeginContact");
}
-void PhysicsLayer::EndContact(b2Contact* contact) {
+void LevelLayer::EndContact(b2Contact* contact) {
LuaNotifyContact(contact, "EndContact");
}
-void PhysicsLayer::LevelComplete() {
+void LevelLayer::LevelComplete() {
// fade out the goal and trigger gameover callback when its
// done
CCPhysicsSprite* goal = (CCPhysicsSprite*)getChildByTag(TAG_GOAL);
CCActionInterval* fadeout = CCFadeOut::create(0.5f);
CCFiniteTimeAction* fadeout_done = CCCallFuncN::create(this,
- callfuncN_selector(PhysicsLayer::LevelCompleteDone));
+ callfuncN_selector(LevelLayer::LevelCompleteDone));
CCSequence* seq = CCSequence::create(fadeout, fadeout_done, NULL);
goal->runAction(seq);
}
-void PhysicsLayer::LevelCompleteDone(CCNode* sender) {
- unschedule(schedule_selector(PhysicsLayer::UpdateWorld));
+void LevelLayer::LevelCompleteDone(CCNode* sender) {
+ unschedule(schedule_selector(LevelLayer::UpdateWorld));
setTouchEnabled(false);
- GameplayScene* scene = static_cast<GameplayScene*>(getParent());
- scene->GameOver(true);
+ CCScene* scene = static_cast<CCScene*>(getParent());
+ GameManager::sharedManager()->GameOver(scene, true);
}
-void PhysicsLayer::DrawPoint(CCPoint& location) {
+void LevelLayer::DrawPoint(CCPoint& location) {
ClampBrushLocation(location);
render_target_->begin();
brush_->setVisible(true);
@@ -260,7 +260,7 @@ void PhysicsLayer::DrawPoint(CCPoint& location) {
points_being_drawn_.push_back(location);
}
-void PhysicsLayer::draw() {
+void LevelLayer::draw() {
CCLayerColor::draw();
#ifdef COCOS2D_DEBUG
@@ -273,7 +273,7 @@ void PhysicsLayer::draw() {
#endif
}
-void PhysicsLayer::ClampBrushLocation(CCPoint& point) {
+void LevelLayer::ClampBrushLocation(CCPoint& point) {
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCSize visible_size = CCDirector::sharedDirector()->getVisibleSize();
@@ -288,7 +288,7 @@ void PhysicsLayer::ClampBrushLocation(CCPoint& point) {
if (point.y > max_y) point.y = max_y;
}
-void PhysicsLayer::DrawLine(CCPoint& start, CCPoint& end) {
+void LevelLayer::DrawLine(CCPoint& start, CCPoint& end) {
ClampBrushLocation(start);
ClampBrushLocation(end);
@@ -313,7 +313,7 @@ void PhysicsLayer::DrawLine(CCPoint& start, CCPoint& end) {
points_being_drawn_.push_back(end);
}
-bool PhysicsLayer::ccTouchBegan(CCTouch* touch, CCEvent* event) {
+bool LevelLayer::ccTouchBegan(CCTouch* touch, CCEvent* event) {
if (current_touch_id_ != -1)
return false;
@@ -328,14 +328,14 @@ bool PhysicsLayer::ccTouchBegan(CCTouch* touch, CCEvent* event) {
return true;
}
-void PhysicsLayer::ccTouchMoved(CCTouch* touch, CCEvent* event) {
+void LevelLayer::ccTouchMoved(CCTouch* touch, CCEvent* event) {
assert(touch->getID() == current_touch_id_);
CCPoint end = touch->getLocation();
CCPoint start = touch->getPreviousLocation();
DrawLine(start, end);
}
-void PhysicsLayer::ccTouchEnded(CCTouch* touch, CCEvent* event) {
+void LevelLayer::ccTouchEnded(CCTouch* touch, CCEvent* event) {
assert(touch->getID() == current_touch_id_);
b2Body* body = CreatePhysicsBody();
CCSprite* sprite = CreatePhysicsSprite(body);
@@ -401,7 +401,7 @@ CCRect CalcBodyBounds(b2Body* body) {
return CCRectMake(minX, remY, width, height);
}
-CCSprite* PhysicsLayer::CreatePhysicsSprite(b2Body* body) {
+CCSprite* LevelLayer::CreatePhysicsSprite(b2Body* body) {
CCPhysicsSprite *sprite;
// create a new texture based on the current contents of the
@@ -440,7 +440,7 @@ CCSprite* PhysicsLayer::CreatePhysicsSprite(b2Body* body) {
return sprite;
}
-b2Body* PhysicsLayer::CreatePhysicsBody() {
+b2Body* LevelLayer::CreatePhysicsBody() {
assert(points_being_drawn_.size());
CCPoint start_point = points_being_drawn_.front();
@@ -482,7 +482,7 @@ b2Body* PhysicsLayer::CreatePhysicsBody() {
return body;
}
-void PhysicsLayer::AddShapeToBody(b2Body *body, b2Shape* shape) {
+void LevelLayer::AddShapeToBody(b2Body *body, b2Shape* shape) {
b2FixtureDef shape_def;
shape_def.shape = shape;
shape_def.density = box2d_density_;
@@ -491,7 +491,7 @@ void PhysicsLayer::AddShapeToBody(b2Body *body, b2Shape* shape) {
body->CreateFixture(&shape_def);
}
-void PhysicsLayer::AddSphereToBody(b2Body *body, CCPoint* location) {
+void LevelLayer::AddSphereToBody(b2Body *body, CCPoint* location) {
b2CircleShape shape;
shape.m_radius = SCREEN_TO_WORLD(brush_radius_);
shape.m_p.x = SCREEN_TO_WORLD(location->x) - body->GetPosition().x;
@@ -499,7 +499,7 @@ void PhysicsLayer::AddSphereToBody(b2Body *body, CCPoint* location) {
AddShapeToBody(body, &shape);
}
-void PhysicsLayer::AddLineToBody(b2Body *body, CCPoint start, CCPoint end) {
+void LevelLayer::AddLineToBody(b2Body *body, CCPoint start, CCPoint end) {
float distance = ccpDistance(start, end);
float sx = start.x;

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