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A Cocos2d-iPhone/Obj-c/Spritebuilder action that rotates a node around a given point
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/* | |
* Copyright (c) 2015 Pontus Armini | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is | |
* furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in | |
* all copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
* THE SOFTWARE. | |
*/ | |
class ActionRotateAround: CCActionInterval { | |
private var rotationPoint: CGPoint! | |
private var relativePoint: CGPoint! | |
private var sx: CGFloat! | |
private var sy: CGFloat! | |
private let relative: Bool | |
private var radianAngle: CGFloat! | |
private let angle: Float | |
private let clockWise: Bool | |
private var startPosition: CGPoint! | |
private var previousPosition: CGPoint! | |
init(absolutePosition point:CGPoint, duration: CCTime, angle: Float, clockWise: Bool) { | |
relative = false | |
rotationPoint = point | |
self.angle = angle | |
self.clockWise = clockWise | |
super.init(duration: duration) | |
setup(angle, clockWise: clockWise) | |
} | |
init(positionRelativeToTarget point:CGPoint, duration: CCTime, angle: Float, clockWise: Bool) { | |
relative = true | |
relativePoint = point | |
self.angle = angle | |
self.clockWise = clockWise | |
super.init(duration: duration) | |
setup(angle, clockWise: clockWise) | |
} | |
private func setup(angle: Float, clockWise: Bool) { | |
if(clockWise) { | |
radianAngle = -(CGFloat(M_PI) * CGFloat(angle) / 180) | |
} else { | |
radianAngle = (CGFloat(M_PI) * CGFloat(angle) / 180) | |
} | |
} | |
override func startWithTarget(target: AnyObject!) { | |
startPosition = (target as! CCNode).position | |
previousPosition = (target as! CCNode).position | |
if(relative) { | |
rotationPoint = ccpAdd(relativePoint, startPosition) | |
} else { | |
relativePoint = ccpSub(rotationPoint, startPosition) | |
} | |
sx = startPosition.x - rotationPoint.x | |
sy = startPosition.y - rotationPoint.y | |
super.startWithTarget(target) | |
} | |
override func update(time: CCTime) { | |
let t = CGFloat(time) | |
let cosines = cos(radianAngle * t) | |
let sines = sin(radianAngle * t) | |
var x:CGFloat, y:CGFloat | |
if (CC_ENABLE_STACKABLE_ACTIONS == 1) { | |
let currentPos = (target as! CCNode).position | |
let diff = ccpSub(currentPos, previousPosition) | |
startPosition = ccpAdd(startPosition, diff) | |
rotationPoint = ccpAdd(relativePoint, startPosition) | |
sx = startPosition.x - rotationPoint.x | |
sy = startPosition.y - rotationPoint.y | |
} | |
x = cosines * sx - sines * sy + rotationPoint.x | |
y = sines * sx + cosines * sy + rotationPoint.y | |
let newPosition = CGPoint(x: x, y: y) | |
(target as! CCNode).position = newPosition | |
previousPosition = newPosition | |
} | |
override func copyWithZone(zone: NSZone) -> AnyObject! { | |
if(relative) { | |
return ActionRotateAround(positionRelativeToTarget: relativePoint, duration: duration, angle: angle, clockWise: clockWise) | |
} else { | |
return ActionRotateAround(absolutePosition: rotationPoint, duration: duration, angle: angle, clockWise: clockWise) | |
} | |
} | |
override func reverse() -> CCActionInterval! { | |
if(relative) { | |
return ActionRotateAround(positionRelativeToTarget: relativePoint, duration: duration, angle: angle, clockWise: !clockWise) | |
} else { | |
return ActionRotateAround(absolutePosition: rotationPoint, duration: duration, angle: angle, clockWise: !clockWise) | |
} | |
} | |
} |
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Updated to be stackable, so that you can run other move actions simultaneously.