vb.net print barcode labels 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework in Objective-C

Draw Data Matrix 2d barcode in Objective-C 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework

CHAPTER 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework
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shape->e = 0.5; // elasticity shape->u = 0.5; // friction }
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We then give it a body and a shape, assign elasticity and friction, and set the shape s data and collision type. If you want different values for different shapes, you ll want to set that here as it s difficult to get at the shape later.
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cpSpaceAddShape(space, shape); return body; }
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Finally, we add the shape to the space before returning the body.
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// collision types enum { kColl_Ball, kColl_Goal, kColl_Horizontal, kColl_Player }; // snip...
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- (void)setupCollisionHandlers { cpSpaceAddCollisionPairFunc(space, kColl_Ball, kColl_Goal, &holeInOne, ball); cpSpaceAddCollisionPairFunc(space, kColl_Ball, kColl_Horizontal, &restart, ball); }
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Setting up the collision handlers is just a matter of calling cpSpaceAddCollisionPairFunc with our space, the two types colliding, a pointer to the function we want to call when they collide, and some data to be passed to the callback (we won t be using this, but you have to send something).
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void resetPosition(cpBody *ball) { cpBodyResetForces(ball); ball -> v = cpvzero; ball -> f = cpvzero; ball -> t = 0; ball -> p = startPoint; AudioServicesPlaySystemSound(kSystemSoundID_Vibrate); }
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CHAPTER 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework
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static int holeInOne(cpShape *a, cpShape *b, cpContact *contacts, int numContacts, cpFloat normal_coef, void *data) { GameLayer *gameLayer = (GameLayer *) mainLayer; [gameLayer holeInOne]; return 0; } static int restart(cpShape *a, cpShape *b, cpContact *contacts, int numContacts, cpFloat normal_coef, void *data) { cpBody *ball = (cpBody*) data; resetPosition(ball); return 0; }
The callback functions themselves are straightforward. A hole in one forwards the message to the GameLayer, where victory is signaled with a sprite overlaid on top of the main layer and a quick vibration of the phone.
- (void)setupPhysicalProperties { cpBodySetMass(ball, 25); cpBodySetMass(obstacle1, INFINITY); cpBodySetMass(obstacle2, INFINITY); cpBodySetMass(obstacle3, INFINITY); cpBodySetMass(player, 2000); }
We set the mass of the player to be substantially larger than the mass of the ball to get a good speed when hitting and set the obstacles to INFINITY so that they don t move when hit (they are anchored to the ground after all).
- (void)setupMouseHandler { playerMouse = cpMouseNew(space); playerMouse->body->p = player->p; playerMouse->grabbedBody = player; // create two joints so the body isn't rotated // around the finger point playerMouse->joint1 = cpPivotJointNew(playerMouse->body, playerMouse->grabbedBody, cpv(playerMouse->body->p.x - 1.0f, playerMouse->body->p.y)); cpSpaceAddJoint(playerMouse->space, playerMouse->joint1); playerMouse->joint2 = cpPivotJointNew(playerMouse->body, playerMouse->grabbedBody,
CHAPTER 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework
cpv(playerMouse->body->p.x + 1.0f, playerMouse->body->p.y)); cpSpaceAddJoint(playerMouse->space, playerMouse->joint2); }
Next, we set up the mouse handler. This lets us treat the mallet as a draggable cursor while retaining its physical properties when it interacts with the other objects. We give it two joints (points which serve as axes for rotation in the mouse), because we ll be positioning it in front of the finger, and we don t want it to rotate around the touch point when moved.
- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event{ CGPoint playerTouchLocation = CGPointMake(-300, 240); for (UITouch *myTouch in touches) { CGPoint location = [myTouch locationInView: [myTouch view]]; location = [[Director sharedDirector] convertCoordinate: location]; // set the finger location to be the lowest touch playerTouchLocation.x = location.x; playerTouchLocation.y = location.y; } // into game coords... CGPoint location = playerTouchLocation; cpFloat padding = finger_padding * ((120 - location.y) / 100); location.y -= padding; location.y += fat_fingers_offset;
In the touch event handler, we grab the last touch in the set (in this case, the only touch) and compensate for the user s finger based on how far up it is on the field. This way, the user can see the mallet and still bring the mallet all the way back to the beginning of the field.
// trap the location to half-field if (location.y > 230) location.y = 230; if (location.y < 0) location.y = 0;
We trap the position to half-field so that the user can t cheat.
cpVect playerposition = cpv(location.x, location.y); cpMouseMove(playerMouse, playerposition); }
And finally, we create a vector and move the mouse to it.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self touchesMoved:touches withEvent:event]; }
CHAPTER 5: Physics, Sprites, and Animation with the cocos2d-iPhone Framework
The touchesBegan: withEvent: handler is identical to touchesBegan: withEvent: but could be different depending on what you want to trigger when dragging starts. Finally, we schedule the following two callbacks:
static void eachShape(void *ptr, void* unused) { cpShape *shape = (cpShape*) ptr; Sprite *sprite = shape->data; if (sprite) { cpBody *body = shape->body; [sprite setPosition: cpv(body->p.x, body->p.y)]; } } // snip... - (void)step: (ccTime) delta { int steps = 1; cpFloat dt = delta/(cpFloat)steps; for (int i=0; i<steps; i++) { cpSpaceStep(space, dt); } cpSpaceHashEach(space->activeShapes, &eachShape, nil); cpSpaceHashEach(space->staticShapes, &eachShape, nil); }
The first is a C function, eachShape, which makes the animation engine run. It starts a timer that calls step: on our layer at regular intervals. In the step: function, we increment the physical properties of the layer by calling cpSpaceStep with the time difference. We step the display by sending cpSpaceHashEach for the active and static shapes, passing it a function that positions the sprites.
- (void) ballOutOfRangeCheck: (ccTime) delta { if (ball -> p.x > 320 || ball -> p.x < -80 || kball -> p.y > 550 || ball -> p.y < -80) { resetPosition(ball); } }
The function ballOutOfRangeCheck: checks to see if the ball has been pushed so fast that it passed through the wall. If so, we treat it as having gone off the course in the same way we treated the puck going off the hockey table, and we reset the position for the user to try again.
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