vb.net print barcode labels Figure 5-6. The minigolf game layer with player sprites rotated based on their angles to the center in Objective-C

Creator DataMatrix in Objective-C Figure 5-6. The minigolf game layer with player sprites rotated based on their angles to the center

Figure 5-6. The minigolf game layer with player sprites rotated based on their angles to the center
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CHAPTER 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework
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In Listing 5-3, you ll learn how to rotate sprites relative to the center of the playing area to simulate a central light source.
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Listing 5-3. 3D Lighting Simulation
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- (void)step: (ccTime) delta { // snip... // handle the rotation of the pucks to emulate // the effect of a light source cpVect newPosition; // find the center of the stage CGRect wins = [[Director sharedDirector] winSize]; cpVect centerPoint = cpv(wins.size.width/2, wins.size.height/2); // rotate player 1 newPosition = cpvsub(centerPoint, player1->p); [(Sprite*) p1_shape->data setRotation:90 RADIANS_TO_DEGREES(cpvtoangle(newPosition))]; // rotate player 2 newPosition = cpvsub(centerPoint, player2->p); [(Sprite*)p2_shape->data setRotation: 90 RADIANS_TO_DEGREES(cpvtoangle(newPosition))]; }
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We first find the center of the stage by cutting the main window s width and height in half. For each player, we subtract the mallet s position from the center point and use that to calculate the angle with cpvtoangle, using the result to set the rotation of the sprite. We call the standard OpenGL RADIANS_TO_DEGREES macro to convert from radians returned by cpvtoangle into the degrees passed to setRotation.
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Creating a Simple Application
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In this section, we re going to build a simple prototype of a miniature golf game (shown in Figure 5-1). The user will drag a mallet with a finger and try to get the ball through the barriers to score a hole in one. Touching the back wall will cause the ball to return to the starting point.
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Setting Up the Xcode Project
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We start with a view-based application in Xcode (as shown in Figure 5-7), though we ll be trashing the view code and using the cocos2d Layer class for all of our graphics.
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CHAPTER 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework
Figure 5-7. The miniature golf Xcode project
The application uses the following frameworks: libcocos2d: The 2D gaming library available at http://cocos2d.org. The version used in this project is 0.5.2; you may need to adjust your code if you use later versions, as the API is not yet stable. libChipmunk: The rigid body physics library at http://code.google.com/p/ chipmunk-physics/. AudioToolbox: Makes the phone vibrate. (Yes, vibration is treated like any other sound.) OpenGL ES: A dependency of cocos2d. (See Getting Started with Game Programming for more details.) CoreGraphics: For drawing graphics on-screen and used by OpenGL ES. QuartzCore: Also for drawing graphics on-screen and used by OpenGL ES.
CHAPTER 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework
You ll need to drag the AudioToolbox, CoreGraphics, QuartzCore, and OpenGL ES frameworks to the Frameworks group in Xcode to start. We also need to add the header and source files for cocos2d and Chipmunk to the Xcode project by dragging them to the Support group and to add some images to the Resources group for our different sprites.
Setting the Scene
We set the scene in the application delegate, a class that receives notifications from the application on major events like startup and shutdown. In this section, we ll define the scene and set things in motion for our main layer to start running. Listing 5-4 shows how to set up the scene in the application delegate and hand off control to the Director.
Listing 5-4. Setting Up the Scene in the Application Delegate
- (void)applicationDidFinishLaunching:(UIApplication*)application { [[Director sharedDirector] setAnimationInterval:1.0/60]; Scene *scene = [Scene node]; [scene add: [GameLayer node] z:0]; [[Director sharedDirector] runScene: scene]; }
Now that we ve set up the application delegate, we can get started on the main layer. The application starts in the MinigolfAppDelegate s applicationDidFinishLaunching: method. Here, we set the frame rate (60 frames per second in our example), create the main scene, and add a layer to it. Finally, we kick-start the cocos2d director into run mode by passing the scene we created.
- (void)applicationWillResignActive:(UIApplication *)application { [[Director sharedDirector] pause]; } - (void)applicationDidBecomeActive:(UIApplication *)application { [[Director sharedDirector] resume]; }
If the user gets a call, we prepare our application to pause and resume sensibly by calling the relevant methods pause and resume on the Director singleton.
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