#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#pragma execution_character_set("utf-8")
#endif
#include "cocos2d.h"
#include "Box2D/Box2D.h"
#include <GLES-Render.h>
#define PTM_RATIO 32
using namespace cocos2d;
class HelloWorld
: public cocos2d::Scene
, public b2ContactListener
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
CREATE_FUNC(HelloWorld);
Size winSize;
Texture2D* texture;
b2World* _world;
// For debugging
GLESDebugDraw* m_debugDraw;
cocos2d::CustomCommand _customCmd;
bool createBox2dWorld(bool debug);
void setBox2dWorld();
~HelloWorld();
virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform,
uint32_t flags) override;
void onDraw(const cocos2d::Mat4& transform, uint32_t flags);
void onEnter();
void onExit();
void tick(float dt);
bool bDrag;
b2Body* dragBody;
b2MouseJoint* mouseJoint;
b2Body* gbody;
b2Body* addNewSprite(Vec2 point, Size size, b2BodyType bodytype,
const char* spriteName, int type);
b2Body* getBodyAtTab(Point p);
bool onTouchBegan(Touch* touch, Event* event);
void onTouchMoved(Touch* touch, Event* event);
void onTouchEnded(Touch* touch, Event* event);
int num;
void BeginContact(b2Contact* contact);
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
void EndContact(b2Contact* contact);
};
#endif // __HELLOWORLD_SCENE_H__
#include "HelloWorldScene.h"
Scene* HelloWorld::createScene()
{
return HelloWorld::create();
}
bool HelloWorld::init()
{
if ( !Scene::init() )
{
return false;
}
/////////////////////////////
// 윈도우 크기를 구한다.
winSize = Director::getInstance()->getWinSize();
// 이미지의 텍스쳐를 구한다.
texture = Director::getInstance()->getTextureCache()->addImage("blocks.png");
// 월드 생성
if (this->createBox2dWorld(true))
{
// 월드에 충돌함수 클래스를 리스너에 추가함
_world->SetContactListener((b2ContactListener *)this);
srand((int)time(nullptr));
this->setBox2dWorld();
this->schedule(schedule_selector(HelloWorld::tick));
}
return true;
}
bool HelloWorld::createBox2dWorld(bool debug)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::setBox2dWorld()
{
// 마우스 조인트 바디를 생성해서 월드에 추가한다.
bDrag = false;
gbody = this->addNewSprite(Vec2(0, 0), Size(0, 0), b2_staticBody, nullptr, 0);
// 바디를 생성해서 월드에 추가한다.
this->addNewSprite(Vec2(240, 160), Size(32, 32), b2_dynamicBody, "test", 0);
}
HelloWorld::~HelloWorld()
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::onDraw(const Mat4 &transform, uint32_t flags)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::onEnter()
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::onExit()
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::tick(float dt)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
b2Body* HelloWorld::addNewSprite(Vec2 point, Size size, b2BodyType bodytype,
const char* spriteName, int type)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
b2Body* HelloWorld::getBodyAtTab(Vec2 p)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
bool HelloWorld::onTouchBegan(Touch* touch, Event* event)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::onTouchMoved(Touch* touch, Event* event)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::onTouchEnded(Touch* touch, Event* event)
{
… 생략 : Box2dEx04의 코드와 같음 …
}
void HelloWorld::BeginContact(b2Contact* contact)
{
num = 0;
log("Contact : Begin");
}
void HelloWorld::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
log("Contact : PreSolve");
}
void HelloWorld::PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{
log("Contact : PostSolve .. %d", num++);
b2Fixture* fixA = contact->GetFixtureA();
b2Fixture* fixB = contact->GetFixtureB();
b2Body* bodyA = fixA->GetBody();
b2Body* bodyB = fixB->GetBody();
if (bodyA->GetType() == b2_dynamicBody || bodyB->GetType() == b2_dynamicBody)
{
log("Contact : impulse .. %f", impulse->normalImpulses[0]);
}
}
void HelloWorld::EndContact(b2Contact* contact)
{
log("Contact : End");
}