.net barcode generator suite 13: Pinball Game in Objective-C

Generator DataMatrix in Objective-C 13: Pinball Game

CHAPTER 13: Pinball Game
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shape.Set(vertices, num); b2FixtureDef fixtureDef; fixtureDef.shape = &shape; fixtureDef.density = 1.0f; fixtureDef.friction = 0.99f; fixtureDef.restitution = 0.01f; [super createBodyInWorld:world bodyDef:&bodyDef fixtureDef:&fixtureDef spriteFrameName:@"plunger.png"]; sprite.position = plungerPos; [self attachPlunger]; [self scheduleUpdate]; } return self; }
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More interesting is the call to attachPlunger and the actual creation of the prismatic joint in this method, as shown in Listing 13 16.
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Listing 13 16. Creating the Plunger s Prismatic Joint -(void) attachPlunger { // create an invisible static body to attach joint to b2BodyDef bodyDef; bodyDef.position = body->GetWorldCenter(); b2Body* staticBody = body->GetWorld()->CreateBody(&bodyDef); // create a prismatic joint to make plunger go up/down b2PrismaticJointDef jointDef; b2Vec2 worldAxis(0.0f, 1.0f); jointDef.Initialize(staticBody, body, body->GetWorldCenter(), worldAxis); jointDef.lowerTranslation = 0.0f; jointDef.upperTranslation = 0.75f; jointDef.enableLimit = true; jointDef.maxMotorForce = 60.0f; jointDef.motorSpeed = 20.0f; jointDef.enableMotor = false; joint = (b2PrismaticJoint*)body->GetWorld()->CreateJoint(&jointDef); }
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First, a static body is created at the same location as the plunger s dynamic body. The staticBody will hold the plunger in place. The worldAxis restricts the prismatic joint s movement to the y axis (i.e., up and down). The worldAxis is expressed as a normal vector with values from 0.0f to 1.0f; when the y axis is set to 1.0f, the worldAxis becomes parallel to the y axis. If you were to set both x and y axis to 0.5f, the worldAxis would be a 45 degree angle. b2PrismaticJointDef is initialized with the staticBody and the world center position of the plunger s dynamic body. As anchor point for the joint the worldAxis is used, which restricts motion of the prismatic joint along the y axis
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CHAPTER 13: Pinball Game
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Now follows a set of parameters. The lower and upper translations define how far along the axis the plunger is allowed to move. In this case, it is allowed to move 0.75f meters upward, which is exactly 24 pixels. The enableLimit field is set to true so that this movement limit is actually adhered to by the connected bodies. Since the static body won t move, the plunger will move the full extent. If both were dynamic bodies, both bodies would be able to move, which would be undesirable in this case. Next, I set maxMotorForce to 60 (the unit in this case is Newton-meters, which is a unit of torque). In Chipmunk this is called the body s moment. The maxMotorForce value limits the torque, or energy, of the joint s movement. The motorSpeed then determines how quickly, if at all, this maxMotorForce is reached. I determined both values merely by trial and error until it felt about right. The ball is now catapulted up and around with just about the right speed. The motor is initially disabled because I only want the plunger to go off when there s a ball touching it. The joint is then created using the world s CreateJoint method and stored in the joint member variable. Since CreateJoint returns a b2Joint pointer, it has to be cast to a b2PrismaticJoint pointer before assignment. Notice that it is not necessary to destroy the joint that the Plunger class is keeping as a member variable. The joint is automatically destroyed when either body it is attached to is destroyed, and in this case the BodyNode s dealloc method destroys the body.
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Launching the Ball on Contact
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The actual launch of the ball is done automatically, to illustrate the use of the ContactListener class. In the BeginContact method, the code in Listing 13 17 changes the plunger s doPlunge property to YES, which we ll use to detect when to launch the plunger upward.
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Listing 13 17. Determining When to Launch the Plunger void ContactListener::BeginContact(b2Contact* contact) { b2Body* bodyA = contact->GetFixtureA()->GetBody(); b2Body* bodyB = contact->GetFixtureB()->GetBody(); BodyNode* bodyNodeA = (BodyNode*)bodyA->GetUserData(); BodyNode* bodyNodeB = (BodyNode*)bodyB->GetUserData(); if ([bodyNodeA isKindOfClass:[Plunger class]] && [bodyNodeB isKindOfClass:[Ball class]]) { Plunger* plunger = (Plunger*)bodyNodeA; plunger.doPlunge = YES; } else if ([bodyNodeB isKindOfClass:[Plunger class]] && [bodyNodeA isKindOfClass:[Ball class]]) { Plunger* plunger = (Plunger*)bodyNodeB; plunger.doPlunge = YES; } }
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