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Created April 12, 2012 21:26
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Chipmunk Collision Detecion
//
// CPHopper.h
// PlanetHopper
//
// Created by Marcio Valenzuela on 12/29/11.
// Copyright (c) 2011 M2Studio. All rights reserved.
//
#import "CPSprite.h"
@interface CPHopper : CPSprite {
cpArray *groundShapes;
//added to make player jump
double jumpStartTime;
float accelerationFraction;
//track to animate
CCAnimation * walkingAnim;
CCAnimation * jumpingAnim;
CCAnimation * afterJumpingAnim;
float lastFlip;
//make him jump or fly
BOOL jetpack;
BOOL hasShield;
//Add debuglabel
CCLabelBMFont *myDebugLabel;
}
@property (readonly) cpArray *groundShapes;
@property (assign) BOOL jetpack;
@property (assign) BOOL hasShield;
@property (nonatomic,assign) CCLabelBMFont *myDebugLabel;
- (id)initWithLocation:(CGPoint)location space:(cpSpace *)space
groundBody:(cpBody *)groundBody;
//methods to make ole jump
- (void)accelerometer:(UIAccelerometer*)accelerometer
didAccelerate:(UIAcceleration*)acceleration;
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event;
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event;
-(void)hopperJet2;
-(void)setHopperJet;
- (void) setDebugLabelTextAndPosition;
@end
//
// CPHopper.m
// PlanetHopper
//
// Created by Marcio Valenzuela on 12/29/11.
// Copyright (c) 2011 M2Studio. All rights reserved.
//
#import "CPHopper.h"
@implementation CPHopper
@synthesize groundShapes, jetpack, hasShield;
@synthesize myDebugLabel;
//methods for collision detec chipmunk
static cpBool begin(cpArbiter *arb, cpSpace *space, void *ignore) {
CP_ARBITER_GET_SHAPES(arb, hopperShape, groundShape);
CPHopper *hopper = (CPHopper *)hopperShape->data;
cpVect n = cpArbiterGetNormal(arb, 0);
if (n.y < 0.0f) {
cpArray *groundShapes = hopper.groundShapes;
cpArrayPush(groundShapes, groundShape);
}
return cpTrue;
}
//1/4. Testing shield-player gluing together
static cpBool beginShield(cpArbiter *arb, cpSpace *space, void *ignore) {
CP_ARBITER_GET_SHAPES(arb, hopperShape, shieldShape);
NSLog(@"player touched shield");
return cpTrue;
}
static cpBool preSolve(cpArbiter *arb, cpSpace *space, void *ignore) {
if(cpvdot(cpArbiterGetNormal(arb, 0), ccp(0,-1)) < 0){ // 6
return cpFalse;
}
return cpTrue;
}
static void separate(cpArbiter *arb, cpSpace *space, void *ignore) {
CP_ARBITER_GET_SHAPES(arb, hopperShape, groundShape); // 7
CPHopper *hopper = (CPHopper *)hopperShape->data;
cpArrayDeleteObj(hopper.groundShapes, groundShape);
}
//call animations
-(void)initAnimations {
walkingAnim = [self loadPlistForAnimationWithName:@"walkingAnim" andClassName:NSStringFromClass([self class])];
[[CCAnimationCache sharedAnimationCache] addAnimation:walkingAnim name:@"walkingAnim"];
//jumpingAnim = [self loadPlistForAnimationWithName:@"jumpingAnim" andClassName:NSStringFromClass([self class])];
//[[CCAnimationCache sharedAnimationCache] addAnimation:jumpingAnim name:@"jumpingAnim"];
//afterJumpingAnim = [self loadPlistForAnimationWithName:@"afterJumpingAnim" andClassName:NSStringFromClass([self class])];
//[[CCAnimationCache sharedAnimationCache] addAnimation:afterJumpingAnim name:@"afterJumpingAnim"];
}
//call set up animations
-(void)changeState:(CharacterStates)newState {
[self stopAllActions];
id action = nil;
[self setCharacterState:newState];
switch (newState) {
case kStateIdle:
[self setDisplayFrame:
[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:@"70x70mega1.png"]];
break;
case kStateWalking:
action = [CCAnimate actionWithAnimation:walkingAnim
restoreOriginalFrame:NO];
break;
/**
case kStateJumping:
action = [CCAnimate actionWithAnimation:jumpingAnim
restoreOriginalFrame:NO];
break;
case kStateAfterJumping:
action = [CCAnimate actionWithAnimation:afterJumpingAnim
restoreOriginalFrame:NO];
//[self playJumpEffect];
break;
**/
default:
break;
}
if (action != nil) {
[self runAction:action];
}
}
//draw debug label
-(void)setDebugLabelTextAndPosition {
CGPoint newPosition = [self position];
NSString *labelString = [NSString stringWithFormat:@"X: %.2f \n Y:%.2f \n", newPosition.x, newPosition.y];
[myDebugLabel setString: [labelString stringByAppendingString:@" tracking..."]];
float yOffset = screenSize.height * 0.195f;
newPosition = ccp(newPosition.x,newPosition.y+yOffset);
[myDebugLabel setPosition:newPosition];
}
//make ole jump
-(void)updateStateWithDeltaTime:(ccTime)dt
andListOfGameObjects:(CCArray*)listOfGameObjects {
//Add for debuglabel
[self setDebugLabelTextAndPosition];
//Added to clamp for animation
CGPoint oldPosition = self.position;
//this is for when ole is in the air
[super updateStateWithDeltaTime:dt andListOfGameObjects:listOfGameObjects];
//HOPPER IS IN THE AIR, CONTROL HIS JUMP
float jumpFactor;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
jumpFactor = 300.0;
} else {
jumpFactor = 150.0;
}
CGPoint newVel = body->v;
if (groundShapes->num == 0) {
newVel = ccp(jumpFactor*accelerationFraction,body->v.y);
}
double timeJumping = CACurrentMediaTime()-jumpStartTime;
if (jumpStartTime != 0 && timeJumping < 0.25) {
newVel.y = jumpFactor*2;
}
cpBodySetVel(body, newVel);
//HOPPER IS ON THE GROUND, CONTROL HIS JUMP (X)
if (groundShapes->num > 0) {
if (ABS(accelerationFraction) < 0.05) {
accelerationFraction = 0;
shape->surface_v = ccp(0, 0);
} else {
float maxSpeed = 200.0f;
shape->surface_v = ccp(-maxSpeed*accelerationFraction, 0);
cpBodyActivate(body);
}
} else {
shape->surface_v = cpvzero;
}
//prevent sprite from flying off the sides when in the air
float margin = 70;
CGSize winSize = [CCDirector sharedDirector].winSize;
if (body->p.x < margin) {
cpBodySetPos(body, ccp(margin, body->p.y));
}
if (body->p.x > winSize.width - margin) {
cpBodySetPos(body, ccp(winSize.width - margin, body->p.y));
}
// 1. call animations oldPosition
if(ABS(accelerationFraction) > 0.05) {
double diff = CACurrentMediaTime() - lastFlip;
if (diff > 0.1) {
lastFlip = CACurrentMediaTime();
if (oldPosition.x > self.position.x) {
self.flipX = YES;
} else {
self.flipX = NO;
}
}
}
if (characterState == kStateIdle && accelerationFraction != 0) {
[self changeState:kStateWalking];
}
if ([self numberOfRunningActions] == 0 && characterState != kStateIdle) {
[self changeState:kStateIdle];
}
}
- (id)initWithLocation:(CGPoint)location space:(cpSpace *)theSpace
groundBody:(cpBody *)groundBody {
if ((self = [super initWithSpriteFrameName:@"70x70mega1.png"])) {
CGSize size;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
size = CGSizeMake(60, 60);
self.anchorPoint = ccp(0.5, 30/self.contentSize.height);
} else {
size = CGSizeMake(30, 30);
self.anchorPoint = ccp(0.5, 15/self.contentSize.height);
}
[self addBoxBodyAndShapeWithLocation:location size:size space:theSpace mass:1.0 e:0.0 u:0.5 collisionType:kCollisionTypeViking canRotate:TRUE];
}
//initialize groundarray
groundShapes = cpArrayNew(0);
cpSpaceAddCollisionHandler(space, kCollisionTypeViking,kCollisionTypeGround, begin, preSolve, NULL, separate, NULL);
//2/4. Testing shield-player gluing together
//collision detection player-shield
//cpSpaceAddCollisionHandler(space, kCollisionTypeViking,kCollisionTypeShield, beginShield, NULL, NULL, NULL, NULL);
//add constraint
cpConstraint *constraint = cpRotaryLimitJointNew(groundBody, body,CC_DEGREES_TO_RADIANS(-30), CC_DEGREES_TO_RADIANS(30));
cpSpaceAddConstraint(space, constraint);
//call animations
[self initAnimations];
//set jetpack to false
self.jetpack = FALSE;
self.hasShield = FALSE;
return self;
}
-(void)setHopperJet{
/*
//apply force one-time
cpFloat min=900;
cpFloat max=915;
//cpFloat f=1000;
cpFloat f=body->p.y/100;
body->f = cpv(0, (cpfclamp(f,min,max)));
//cpBodyApplyForce(body, (cpv(0, 1000)),cpvzero);*/
self.jetpack = TRUE;
}
-(void)setHasShield{
self.hasShield = TRUE;
}
-(void)hopperJet2{
if(jetpack){
body->f = cpv(0.0, 1000.0*cpfclamp(body->p.y/10.0, 0.0, 1.0));
} else {
body->f = cpvzero;
}
}
////CONTROL HOW HOPPER JUMPS
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
if (jetpack==TRUE) {
//run jetpack code
NSLog(@"this would be the jetpack true code");
[self hopperJet2];
} else if (groundShapes->num > 0) {
NSLog(@"this would be the jetpack false code");
jumpStartTime = CACurrentMediaTime();
}
return TRUE;
}
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
if (jetpack==TRUE) {
//run jetpack code
NSLog(@"this would be the jetpack true code");
cpBodyResetForces(body);
} else {
NSLog(@"this would be the jetpack false code");
jumpStartTime = 0;
}
}
- (void)accelerometer:(UIAccelerometer*)accelerometer
didAccelerate:(UIAcceleration*)acceleration {
if (jetpack==TRUE) {
//run jetpack code
NSLog(@"this would be the jetpack true code");
accelerationFraction = acceleration.y*2;
if (accelerationFraction < -1) {
accelerationFraction = -1;
} else if (accelerationFraction > 1) {
accelerationFraction = 1;
}
if ([[CCDirector sharedDirector] deviceOrientation] == UIDeviceOrientationLandscapeLeft) {
accelerationFraction *= -1;
}
} else {
NSLog(@"this would be the jetpack false code");
accelerationFraction = acceleration.y*2;
if (accelerationFraction < -1) {
accelerationFraction = -1;
} else if (accelerationFraction > 1) {
accelerationFraction = 1;
}
if ([[CCDirector sharedDirector] deviceOrientation] == UIDeviceOrientationLandscapeLeft) {
accelerationFraction *= -1;
}
}
}
@end
//
// CPRayGun.h
// PlanetHopper
//
// Created by Marcio Valenzuela on 1/25/12.
// Copyright 2012 M2Studio. All rights reserved.
//
#import "CPSprite.h"
@interface CPShield : CPSprite {
cpArray *groundShapes;
//added to make player jump
double jumpStartTime;
float accelerationFraction;
//track to animate - left in to be used later to animate power ups-shield
CCAnimation * walkingAnim;
CCAnimation * jumpingAnim;
CCAnimation * afterJumpingAnim;
float lastFlip;
}
@property (readonly) cpArray *groundShapes;
- (id)initWithLocation:(CGPoint)location space:(cpSpace *)space
groundBody:(cpBody *)groundBody;
@end
//
// CPRayGun.m
// PlanetHopper
//
// Created by Marcio Valenzuela on 1/25/12.
// Copyright 2012 M2Studio. All rights reserved.
//
#import "CPShield.h"
@implementation CPShield
@synthesize groundShapes;
//Gets collisionObjectTypes from handler in init...and places them in the same order for the begin
//Gets vector from groundshape to object. If (-) meaning object is above, it adds groundshape to list of bodies the object is touching
static cpBool begin(cpArbiter *arb, cpSpace *space, void *ignore) {
CP_ARBITER_GET_SHAPES(arb, hopperShape, groundShape);
CPShield *genBod = (CPShield *)hopperShape->data;
cpVect n = cpArbiterGetNormal(arb, 0);
if (n.y < 0.0f) {
cpArray *groundShapes = genBod.groundShapes;
cpArrayPush(groundShapes, groundShape);
}
return cpTrue;
}
//pre-tests if collision happened with the bottom of the platform & ignores collision...otherwise, continues...
static cpBool preSolve(cpArbiter *arb, cpSpace *space, void *ignore) {
if(cpvdot(cpArbiterGetNormal(arb, 0), ccp(0,-1)) < 0){ // 6
return cpFalse;
}
return cpTrue;
}
//tests if the objects have separated in order to update list of colliding objects...
static void separate(cpArbiter *arb, cpSpace *space, void *ignore) {
CP_ARBITER_GET_SHAPES(arb, hopperShape, groundShape); // 7
CPShield *genBod = (CPShield *)hopperShape->data;
cpArrayDeleteObj(genBod.groundShapes, groundShape);
}
//call animations
-(void)initAnimations {
//walkingAnim = [self loadPlistForAnimationWithName:@"walkingAnim" andClassName:NSStringFromClass([self class])];
//[[CCAnimationCache sharedAnimationCache] addAnimation:walkingAnim name:@"walkingAnim"];
//jumpingAnim = [self loadPlistForAnimationWithName:@"jumpingAnim" andClassName:NSStringFromClass([self class])];
//[[CCAnimationCache sharedAnimationCache] addAnimation:jumpingAnim name:@"jumpingAnim"];
//afterJumpingAnim = [self loadPlistForAnimationWithName:@"afterJumpingAnim" andClassName:NSStringFromClass([self class])];
//[[CCAnimationCache sharedAnimationCache] addAnimation:afterJumpingAnim name:@"afterJumpingAnim"];
}
//call set up animations
-(void)changeState:(CharacterStates)newState {
[self stopAllActions];
id action = nil;
[self setCharacterState:newState];
switch (newState) {
case kStateIdle:
[self setDisplayFrame:
[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:@"shield.png"]];
break;
case kStateWalking:
action = [CCAnimate actionWithAnimation:walkingAnim
restoreOriginalFrame:NO];
break;
/**
case kStateJumping:
action = [CCAnimate actionWithAnimation:jumpingAnim
restoreOriginalFrame:NO];
break;
case kStateAfterJumping:
action = [CCAnimate actionWithAnimation:afterJumpingAnim
restoreOriginalFrame:NO];
//[self playJumpEffect];
break;
**/
default:
break;
}
if (action != nil) {
[self runAction:action];
}
}
//make player jump
-(void)updateStateWithDeltaTime:(ccTime)dt
andListOfGameObjects:(CCArray*)listOfGameObjects {
CGPoint oldPosition = self.position;//added to clamp for animation
//this is for when ole is in the air
[super updateStateWithDeltaTime:dt andListOfGameObjects:listOfGameObjects];
float jumpFactor;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
jumpFactor = 300.0;
} else {
jumpFactor = 150.0;
}
CGPoint newVel = body->v;
if (groundShapes->num == 0) {
newVel = ccp(jumpFactor*accelerationFraction,body->v.y);
}
double timeJumping = CACurrentMediaTime()-jumpStartTime;
if (jumpStartTime != 0 && timeJumping < 0.25) {
newVel.y = jumpFactor*2;
}
cpBodySetVel(body, newVel);
//this is for when ole is on the ground
if (groundShapes->num > 0) {
if (ABS(accelerationFraction) < 0.05) {
accelerationFraction = 0;
shape->surface_v = ccp(0, 0);
} else {
float maxSpeed = 200.0f;
shape->surface_v = ccp(-maxSpeed*accelerationFraction, 0);
cpBodyActivate(body);
}
} else {
shape->surface_v = cpvzero;
}
//prevent sprite from flying off the sides when in the air
float margin = 70;
CGSize winSize = [CCDirector sharedDirector].winSize;
if (body->p.x < margin) {
cpBodySetPos(body, ccp(margin, body->p.y));
}
if (body->p.x > winSize.width - margin) {
cpBodySetPos(body, ccp(winSize.width - margin, body->p.y));
}
//animate hopper
// 1. call animations oldPosition
if(ABS(accelerationFraction) > 0.05) {
double diff = CACurrentMediaTime() - lastFlip;
if (diff > 0.1) {
lastFlip = CACurrentMediaTime();
if (oldPosition.x > self.position.x) {
self.flipX = YES;
} else {
self.flipX = NO;
}
}
}
if (characterState == kStateIdle && accelerationFraction != 0) {
[self changeState:kStateWalking];
}
if ([self numberOfRunningActions] == 0 && characterState != kStateIdle) {
[self changeState:kStateIdle];
}
}
- (id)initWithLocation:(CGPoint)location space:(cpSpace *)theSpace
groundBody:(cpBody *)groundBody {
if ((self = [super initWithSpriteFrameName:@"shield.png"])) {
CGSize size;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
size = CGSizeMake(60, 60);
self.anchorPoint = ccp(0.5, 30/self.contentSize.height);
} else {
size = CGSizeMake(30, 30);
self.anchorPoint = ccp(0.5, 15/self.contentSize.height);
}
[self addBoxBodyAndShapeWithLocation:location
size:size space:theSpace mass:1.0 e:0.0 u:0.5
collisionType:kCollisionTypeShield canRotate:TRUE];
}
//flip enemy
self.flipX = YES;
//initialize groundarray
groundShapes = cpArrayNew(0);
cpSpaceAddCollisionHandler(space, kCollisionTypeViking,kCollisionTypeGround, begin, preSolve, NULL, separate, NULL);
//add constraint
cpConstraint *constraint = cpRotaryLimitJointNew(groundBody, body, CC_DEGREES_TO_RADIANS(-30), CC_DEGREES_TO_RADIANS(30));
cpSpaceAddConstraint(space, constraint);
//call animations
[self initAnimations];
return self;
}
@end
//
// Scene1ActionLayer.h
// PlanetHopper
//
// Created by Marcio Valenzuela on 12/13/11.
// Copyright 2011 M2Studio. All rights reserved.
//
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "chipmunk.h"
#import "cpMouse.h"
#import "drawSpace.h"
#import "GameObject.h"
@class Scene1BackgroundLayer;
@class CPHopper; //hopper
@class CPGenericBody; //jj1
@class CPGenericPowerUp; //enemyRobot--mega2
@class Jetpack;
@class CPFlower; //flower
@class CPShip; //ship
@class CPShield;
@interface Scene1ActionLayer : CCLayer {
Scene1BackgroundLayer * uiLayer;
double startTime;
//chipmunk
cpSpace *space;
cpBody *groundBody;
cpMouse *mouse;
//add CPViking
CPHopper *hopper;
CCSpriteBatchNode *sceneSpriteBatchNode;
//add genericbody-enemyrobot
CPGenericBody *genericBody; //jj1
CPFlower *flowerBody; //flower
CPShip *ship; //ship
CPGenericPowerUp *enemyRobot; //enemyRobot--mega2
CPShield *shield; //shield
//fire & smoke
CCParticleSystem *fireOnBridge;
//smoke
CCParticleSystem *smokeParticleSystem;
//debuglabel
//CCLabelBMFont *debugLabel;
CCLabelTTF *platformDebugLabel;
}
- (id)initWithScene1BackgroundLayer:(Scene1BackgroundLayer *)scene5UILayer;
-(void)createObjectOfType:(GameObjectType)objectType withHealth:(int)initialHealth atLocation:(CGPoint)spawnLocation withZValue:(int)ZValue;
-(void)createJetpack;
-(void)createParticleSystemAndRun;
-(void)randomizeSmoke:(ccTime) dt;
-(void)createParticleSystem;
- (void)startFire;
-(void)addLabel;
@end
//
// Scene1ActionLayer.m
// PlanetHopper
//
// Created by Marcio Valenzuela on 12/13/11.
// Copyright 2011 M2Studio. All rights reserved.
//
#import "Scene1ActionLayer.h"
#import "Scene1BackgroundLayer.h"
#import "CPHopper.h" //main char
#import "CPGenericBody.h" // enemy robot
#import "CPGenericPowerUp.h" // jetpack powerup
#import "JetPack.h"
#import "CPFlower.h" // flower powerup
#import "CPShip.h" // ship powerup
#import "CPShield.h"
#import "Constants.h"
#import "CommonProtocols.h"
#import "CPRevolvePlatform.h"
#import "CPPivotPlatform.h"
#import "CPSpringPlatform.h"
#import "CPNormalPlatform.h"
#import "GameManager.h"
@implementation Scene1ActionLayer
- (void)createSpace {
space = cpSpaceNew(); // 1
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
space->gravity = ccp(0, -1500); // 2
} else {
space->gravity = ccp(0, -750);
}
cpSpaceResizeStaticHash(space, 400, 200); // 3
cpSpaceResizeActiveHash(space, 200, 200);
}
- (void)createBoxAtLocation:(CGPoint)location {
cpFloat hw, hh;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
hw = 100.0/2.0f;
hh = 10.0/2.0f;
} else {
hw = 50.0/2.0f;
hh = 5.0/2.0f;
}
cpVect verts[] = {
cpv(-hw,-hh),
cpv(-hw, hh),
cpv( hw, hh),
cpv( hw,-hh),
};
cpShape *shape = cpPolyShapeNew(groundBody, 4, verts, location);
shape->e = 1.0;
shape->u = 1.0;
shape->collision_type = kCollisionTypeGround;
cpSpaceAddShape(space, shape);
}
//add platforms
- (void)createRevolvePlatformAtLocation:(CGPoint)location {
CPRevolvePlatform *revolvePlatform = [[[CPRevolvePlatform alloc] initWithLocation:location space:space groundBody:groundBody] autorelease];
[sceneSpriteBatchNode addChild:revolvePlatform];
}
- (void)createPivotPlatformAtLocation:(CGPoint)location {
CPPivotPlatform *pivotPlatform = [[[CPPivotPlatform alloc]
initWithLocation:location space:space groundBody:groundBody]
autorelease];
[sceneSpriteBatchNode addChild:pivotPlatform];
}
- (void)createSpringPlatformAtLocation:(CGPoint)location {
CPSpringPlatform *springPlatform = [[[CPSpringPlatform alloc]
initWithLocation:location space:space groundBody:groundBody]
autorelease];
[sceneSpriteBatchNode addChild:springPlatform];
}
- (void)createNormalPlatformAtLocation:(CGPoint)location {
CPNormalPlatform *normPlatform = [[[CPNormalPlatform alloc] initWithLocation:location space:space groundBody:groundBody] autorelease];
[sceneSpriteBatchNode addChild:normPlatform];
NSString *labelString = [NSString stringWithFormat:@"%.2f-%.2f", normPlatform.position.x, normPlatform.position.y];
platformDebugLabel = [CCLabelTTF labelWithString:labelString fontName:@"Arial" fontSize:16];
//[CCLabelBMFont labelWithString:@"hello" fntFile:@"Arial.fnt" fontSize:8];
platformDebugLabel.position = ccp(normPlatform.position.x, normPlatform.position.y);
[self addChild:platformDebugLabel];
}
//central game logic
- (void)createLevel {
CGSize winSize = [CCDirector sharedDirector].winSize;
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.2, winSize.height * 0.15)];//A-------BEGIN 1ST SCREENFUL
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.4, winSize.height * 0.30)];//B
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.65, winSize.height * 0.45)];//C
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.4, winSize.height * 0.55)];//D
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.2, winSize.height * 0.75)];//E -- FORK
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.4, winSize.height * 0.95)];//F1
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.05, winSize.height * 0.95)];//F2 -- TOO HIGH PATH
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.55, winSize.height * 1.15)];//G1
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.2, winSize.height * 1.25)];//G2 -- TOO HIGH PATH
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.85, winSize.height * 1.25)];//H1
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.6, winSize.height * 1.45)];//I1
//[self createPivotPlatformAtLocation:ccp(winSize.width * 0.4, winSize.height * 1.65)];//J1
[self createPivotPlatformAtLocation:ccp(winSize.width * 0.4, winSize.height * 1.85)];//K1
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.2, winSize.height * 2.15)];//-------BEGIN 2ND SCREENFUL
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.75, winSize.height * 2.15)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.50, winSize.height * 2.35)];//CENTER START
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.2, winSize.height * 2.55)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.75, winSize.height * 2.55)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.05, winSize.height * 2.75)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.85, winSize.height * 2.75)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.2, winSize.height * 2.95)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.75, winSize.height * 2.95)];
[self createPivotPlatformAtLocation:ccp(winSize.width * 0.50, winSize.height * 3.15)];//CENTER FINAL
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.75, winSize.height * 3.35)];//OFF TO THE LEFT
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.95, winSize.height * 3.55)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.75, winSize.height * 3.75)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.55, winSize.height * 3.95)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.55, winSize.height * 4.05)];//-------BEGIN 3RD SCREENFUL
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.75, winSize.height * 4.25)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.95, winSize.height * 4.45)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.80, winSize.height * 4.65)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.95, winSize.height * 4.85)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.80, winSize.height * 5.05)];
[self createSpringPlatformAtLocation:ccp(winSize.width * 0.25, winSize.height * 5.05)];//SHOULD FALL DOWN
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.75, winSize.height * 5.25)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.55, winSize.height * 5.45)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.35, winSize.height * 5.65)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.15, winSize.height * 5.85)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.35, winSize.height * 6.05)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.35, winSize.height * 6.25)];//-------BEGIN 4TH SCREENFUL
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.40, winSize.height * 6.45)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.50, winSize.height * 6.65)];
[self createSpringPlatformAtLocation:ccp(winSize.width * 0.25, winSize.height * 6.55)];//SHOOTS UP TOWARDS TOP
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.30, winSize.height * 6.95)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.55, winSize.height * 7.15)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.35, winSize.height * 7.35)];//UNREACHABLE POWERUP
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.60, winSize.height * 7.55)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.80, winSize.height * 7.75)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.65, winSize.height * 7.95)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.90, winSize.height * 8.05)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.99, winSize.height * 8.25)];
/**
[self createRevolvePlatformAtLocation:ccp(winSize.width * 0.5, winSize.height * 3.50)];
[self createNormalPlatformAtLocation:ccp(winSize.width * 0.8, winSize.height * 3.65)];
**/
}
- (void)createGround {
// 1
CGSize winSize = [CCDirector sharedDirector].winSize;
CGPoint lowerLeft = ccp(0, 0);
CGPoint lowerRight = ccp(winSize.width, 0);
groundBody = cpBodyNewStatic(); // 2
float radius = 10.0f;
cpShape * shape = cpSegmentShapeNew(groundBody,
lowerLeft, lowerRight, radius); // 3
shape->e = 1.0f; // 4
shape->u = 1.0f; // 5
shape->layers ^= GRABABLE_MASK_BIT; // 6
shape->collision_type = kCollisionTypeGround; // added chipmunk for collision type
cpSpaceAddShape(space, shape); // 7
}
- (void)createBackground {
CCParallaxNode * parallax = [CCParallaxNode node];
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGB565];
CCSprite *background;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
background = [CCSprite spriteWithFile:@"chipmunk_background-ipad.png"];
} else {
background = [CCSprite spriteWithFile:@"chipmunk_background.png"];
}
background.anchorPoint = ccp(0,0);
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_Default];
[parallax addChild:background z:-10 parallaxRatio:ccp(0.1f, 0.1f) positionOffset:ccp(0,0)];
[self addChild:parallax z:-10];
CCSprite *groundSprite;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
groundSprite = [CCSprite spriteWithFile:@"chipmunk_ground-hd.png"];
} else {
groundSprite = [CCSprite spriteWithFile:@"chipmunk_ground.png"];
}
groundSprite.anchorPoint = ccp(0,0);
groundSprite.position = ccp(0,0);
[self addChild:groundSprite z:-10];
[background runAction:
[CCRepeatForever actionWithAction:
[CCSequence actions:
[CCTintTo actionWithDuration:0.5 red:200 green:0 blue:0],
[CCTintTo actionWithDuration:0.5 red:255 green:255 blue:255],
nil]]];
}
- (void)followPlayer:(ccTime)dt {
static double totalTime = 0;
totalTime += dt;
double shakesPerSecond = 5;
double shakeOffset = 3;
double shakeX = sin(totalTime*M_PI*2*shakesPerSecond) * shakeOffset;
CGSize winSize = [CCDirector sharedDirector].winSize;
float fixedPosition = winSize.height/4;
float newY = fixedPosition - hopper.position.y;
float groundMaxY = 4048;//THIS SETS THE HEIGHT OF THIS SCENE
newY = MIN(newY, 50);
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
groundMaxY = 3000;//THIS SETS THE HEIGHT OF THIS SCENE
newY = MIN(newY, 25);
}
newY = MAX(newY, -groundMaxY-fixedPosition);
CGPoint newPos = ccp(shakeX, newY);
[self setPosition:newPos];
}
// init & update
- (id)initWithScene1BackgroundLayer:(Scene1BackgroundLayer *)scene5UILayer {
if ((self = [super init])) {
uiLayer = scene5UILayer;
startTime = CACurrentMediaTime();
[self scheduleUpdate];
self.isAccelerometerEnabled = YES;
//chipmunk
[self createSpace];
[self createGround];
mouse = cpMouseNew(space);
self.isTouchEnabled = YES;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:@"escapesceneatlas.plist"];
sceneSpriteBatchNode = [CCSpriteBatchNode
batchNodeWithFile:@"escapesceneatlas.png"];
//add the batchnode to layer
[self addChild:sceneSpriteBatchNode z:0];
hopper = [[[CPHopper alloc] initWithLocation:ccp(200,200) space:space groundBody:groundBody] autorelease];
} else {
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:@"escapesceneatlas.plist"];
sceneSpriteBatchNode = [CCSpriteBatchNode
batchNodeWithFile:@"escapesceneatlas.png"];
//add the batchnode to layer
[self addChild:sceneSpriteBatchNode z:0];
//Viking became hopper and starts at bottom
hopper = [[[CPHopper alloc] initWithLocation:ccp(100,100) space:space groundBody:groundBody] autorelease];
//An enemy robot
genericBody = [[[CPGenericBody alloc] initWithLocation:ccp(400,450) space:space groundBody:groundBody] autorelease];
//The flower required to save the planet
flowerBody = [[[CPFlower alloc] initWithLocation:ccp(140,900) space:space groundBody:groundBody] autorelease];
//The enemyRobot--mega2
enemyRobot = [[[CPGenericPowerUp alloc] initWithLocation:ccp(450,500) space:space groundBody:groundBody] autorelease];
//The escape ship
ship = [[[CPShip alloc] initWithLocation:ccp(400,3200) space:space groundBody:groundBody] autorelease];
//4/4. Testing shield-player gluing together
//The raygun
//shield = [[[CPShield alloc] initWithLocation:ccp(100,800) space:space groundBody:groundBody] autorelease];
}
[self addLabel];
[sceneSpriteBatchNode addChild:hopper z:2];
[sceneSpriteBatchNode addChild:genericBody z:2];
[sceneSpriteBatchNode addChild:enemyRobot z:2];
[sceneSpriteBatchNode addChild:flowerBody z:2];
[sceneSpriteBatchNode addChild:ship z:2];
//3/4. Testing shield-player gluing together
[sceneSpriteBatchNode addChild:shield z:2];
[self createLevel];
//schedule a timer to drop jetpack
//drop jetpack after reaching a certain height
//[self schedule:@selector(createJetpack) interval:1.0];
// better way to createJetpack by delay instead of calling update every 30 secs
id action1 = [CCDelayTime actionWithDuration:1.0f];
id action2 = [CCCallFuncN actionWithTarget:self selector:@selector(createJetpack)];
id action3 =[CCSequence actions:action1,action2,nil];
[self runAction:action3];
}
//start fire & smoke
[self createParticleSystem];
[self createParticleSystemAndRun];
return self;
}
-(void)addLabel{
//set debuglabel
CCLabelBMFont *debugLabel=[CCLabelBMFont labelWithString:@"NoneNone" fntFile:@"SpaceVikingFont.fnt"];
[self addChild:debugLabel];
[hopper setMyDebugLabel:debugLabel];
}
-(void)createJetpack{
//Create fire
[self startFire];
//Create Jetpack
NSLog(@"createJetpack called...");
[self createObjectOfType:kPowerUpTypeJetpack withHealth:100 atLocation:ccp(100,2150) withZValue:500];
//Need to add collision detection in update to determine if touched jetpack...if TRUE then call setHopperJet
[hopper setHopperJet];
}
- (void)update:(ccTime)dt {
static double MAX_TIME = 60;
double timeSoFar = CACurrentMediaTime() - startTime;
double remainingTime = MAX_TIME - timeSoFar;
[uiLayer displaySecs:remainingTime];
static double UPDATE_INTERVAL = 1.0f/60.0f;
static double MAX_CYCLES_PER_FRAME = 5;
static double timeAccumulator = 0;
timeAccumulator += dt;
if (timeAccumulator > (MAX_CYCLES_PER_FRAME * UPDATE_INTERVAL)) {
timeAccumulator = UPDATE_INTERVAL;
}
while (timeAccumulator >= UPDATE_INTERVAL) {
timeAccumulator -= UPDATE_INTERVAL;
cpSpaceStep(space, UPDATE_INTERVAL);
}
//CPViking- calls the update method of gameobject's CPSprite...telling its sprites to update their position...
CCArray *listOfGameObjects = [sceneSpriteBatchNode children];
for (GameCharacter *tempChar in listOfGameObjects) {
[tempChar updateStateWithDeltaTime:dt
andListOfGameObjects:listOfGameObjects];
}
//call follow player
[self followPlayer:dt];
//Check for collision between hopper & jetpack
//Check for collision between hopper & shield
//Check for collision between hopper & phaser
//check for win/lose
if (remainingTime <= 0) {
[[GameManager sharedGameManager] setHasPlayerDied:YES];
[[GameManager sharedGameManager] runSceneWithID:kLevelCompleteScene];
} else if (hopper.position.y > 2500) {
[[GameManager sharedGameManager] setHasPlayerDied:NO];
[[GameManager sharedGameManager] runSceneWithID:kLevelCompleteScene];
}
}
//objects to be dropped in
#pragma mark -
-(void)createObjectOfType:(GameObjectType)objectType withHealth:(int)initialHealth atLocation:(CGPoint)spawnLocation withZValue:(int)ZValue {
if (kPowerUpTypeJetpack == objectType) {
CCLOG(@"GameplayLayer -> Creating mallet powerup");
JetPack *jetpack2 = [[JetPack alloc] initWithSpriteFrameName:@"jetpack.png"];
[jetpack2 setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:jetpack2 z:ZValue];
[jetpack2 release];
} else if (kPowerUpTypeHealth == objectType) {
/*CCLOG(@"GameplayLayer-> Creating Health Powerup");
Health *health =
[[Health alloc] initWithSpriteFrameName:@"sandwich_1.png"];
[health setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:health];
[health release];
*/
}
}
//fire & smoke
-(void)createParticleSystemAndRun{
//ADD PARTICLE SYSTEM
// Add Snow Particle System
smokeParticleSystem = [CCParticleSmoke node];
[self addChild:smokeParticleSystem];
smokeParticleSystem.position = ccp(240, 40);
[self schedule:@selector(randomizeSmoke:) interval:0.5];
}
-(void)randomizeSmoke:(ccTime) dt{
if (smokeParticleSystem.position.x < 460 && smokeParticleSystem.position.x > 0) {
int incrX = smokeParticleSystem.position.x + 50;
int incrY = smokeParticleSystem.position.y + 50;
smokeParticleSystem.position = ccp(incrX, incrY);
} else {
int incrX = smokeParticleSystem.position.x - 50;
int incrY = smokeParticleSystem.position.y - 50;
smokeParticleSystem.position = ccp(incrX, incrY);
}
//NSLog(@"hi");
}
//add fire & smoke
- (void)createParticleSystem {
fireOnBridge = [CCParticleSystemQuad
particleWithFile:@"fire.plist"];
fireOnBridge.position = ccp(20, 80);
[fireOnBridge stopSystem];
[self addChild:fireOnBridge z:10];
}
- (void)startFire {
//PLAYSOUNDEFFECT(FLAME_SOUND);
[fireOnBridge resetSystem];
}
//chipmunk debugdraw method
- (void)draw {
drawSpaceOptions options = {
0, // drawHash
0, // drawBBs
1, // drawShapes
4.0f, // collisionPointSize
0.0f, // bodyPointSize
1.5f, // lineThickness
};
drawSpace(space, &options);
}
- (void)registerWithTouchDispatcher {
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self
priority:0 swallowsTouches:YES];
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
[hopper ccTouchBegan:touch withEvent:event];
return YES;
}
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
[hopper ccTouchEnded:touch withEvent:event];
}
- (void)accelerometer:(UIAccelerometer *)accelerometer
didAccelerate:(UIAcceleration *)acceleration {
[hopper accelerometer:accelerometer didAccelerate:acceleration];
}
@end
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