bool HelloWorld::init()
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto dispatcher = Director::getInstance()->getEventDispatcher();
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
world = new b2World(gravity);
// Do we want to let bodies sleep?
world->SetAllowSleeping(true);
world->SetContinuousPhysics(true);
debugDraw = new (std::nothrow) GLESDebugDraw( PTM_RATIO );
world->SetDebugDraw(debugDraw);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
flags += b2Draw::e_jointBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
flags += b2Draw::e_centerOfMassBit;
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.
b2EdgeShape groundBox;
// bottom
groundBox.Set(b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
// top
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
// left
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
// right
groundBox.Set(b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
b2BodyDef bodyDef;
bodyDef.type = b2_staticBody;
bodyDef.position.Set(400/PTM_RATIO, 300/PTM_RATIO);
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);
scheduleUpdate();
return true;
}
void HelloWorld::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
{
Layer::draw(renderer, transform, flags);
GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw, this);
renderer->addCommand(&_customCommand);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void HelloWorld::onDraw()
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
auto oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV);
world->DrawDebugData();
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV);
}
void HelloWorld::update(float dt)
{
int velocityIterations = 8;
int positionIterations = 1;
world->Step(dt, velocityIterations, positionIterations);
}
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto dispatcher = Director::getInstance()->getEventDispatcher();
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
world = new b2World(gravity);
// Do we want to let bodies sleep?
world->SetAllowSleeping(true);
world->SetContinuousPhysics(true);
debugDraw = new (std::nothrow) GLESDebugDraw( PTM_RATIO );
world->SetDebugDraw(debugDraw);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
flags += b2Draw::e_jointBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
flags += b2Draw::e_centerOfMassBit;
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.
b2EdgeShape groundBox;
// bottom
groundBox.Set(b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
// top
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
// left
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
// right
groundBox.Set(b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
b2BodyDef bodyDef;
bodyDef.type = b2_staticBody;
bodyDef.position.Set(400/PTM_RATIO, 300/PTM_RATIO);
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);
scheduleUpdate();
return true;
}
void HelloWorld::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
{
Layer::draw(renderer, transform, flags);
GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw, this);
renderer->addCommand(&_customCommand);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void HelloWorld::onDraw()
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
auto oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV);
world->DrawDebugData();
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV);
}
void HelloWorld::update(float dt)
{
int velocityIterations = 8;
int positionIterations = 1;
world->Step(dt, velocityIterations, positionIterations);
}