Пример #1
0
void WordTreeScene::updatePhysics(Word* word) {
    cpShape* shape = word->getShape();
    if( shape!=NULL ) {
        cpSpaceRemoveShape(ChipmunkManager::getInstance()->getSpace(), shape);
        cpShapeDestroy(shape);
        word->setShape(NULL);
    }
    
    cpBody* body = word->getBody();
    if( body!=NULL ) {
        cpSpaceRemoveBody(ChipmunkManager::getInstance()->getSpace(), body);
        cpBodyDestroy(body);
        word->setBody(NULL);
    }
    
    CCLabelTTF* targetLabel = word->getLabel();
    CCPoint pos = targetLabel->getPosition();
    CCSize contentSize = targetLabel->getContentSize();
    
    // init body
    body = cpBodyNew(1, INFINITY);
    body->p = cpv(targetLabel->getPosition().x, targetLabel->getPosition().y);
    cpSpaceAddBody(ChipmunkManager::getInstance()->getSpace(), body);
    
    float size = MAX(targetLabel->getContentSize().width, targetLabel->getContentSize().height);
    
    shape = cpBoxShapeNew(body, size+size*0.3f, size+size*0.3f);
    cpSpaceAddShape(ChipmunkManager::getInstance()->getSpace(), shape);
    
    word->setBody(body);
    word->setShape(shape);
}
Пример #2
0
/**
 * Initializes a new player.
 * The player is placed in the queue of available players.
 */
struct player *player_init(struct player *p, struct game *g, double x, double y,
                           double w, double h, uint32_t score, uint8_t data) {
	cpVect all[4] = {cpv(0,0), cpv(0,h), cpv(w,h), cpv(w,0)};
	cpBody *body = cpBodyInit(&p->body, 10, cpMomentForBox(10, w, h));
	if (!body) {
		ERR_ERRNO();
		return 0;
	}
	cpBodySetPos(body, cpv(x,y));
	//cpShape *shape = cpPolyShapeNew(body,4,all,cpv((p->l+p->r)/2.0,(p->b+p->t)/2.0));
	cpShape *shape = cpPolyShapeInit(&p->shape, body, 4, all, cpv(0, 0));
	if (!shape) {
		ERR_ERRNO();
		cpBodyDestroy(body);
		return 0;
	}
	shape->data = p;
	shape->collision_type = PLAYER;
	if (linkedlist_add_last(g->p_q, p)) {
		ERR_TRACE();
		cpBodyDestroy(body);
		cpShapeDestroy(shape);
		return 0;
	}
	p->x = x;
	p->y = y;
	p->node = g->p_q->last;
	return p;
}
Пример #3
0
void
cpShapeFree(cpShape *shape)
{
	if(shape){
		cpShapeDestroy(shape);
		cpfree(shape);
	}
}
Пример #4
0
static void free_shape(cpBody *body, cpShape *shape, void *data) {
	cpSpace *space = cpBodyGetSpace(body);
	cpSpaceRemoveShape(space, shape);
	cpShapeDestroy(shape);
    cpShapeFree(shape);
}
Пример #5
0
void wall_destroy(struct wall *w) {
	cpShapeDestroy(&w->shape);
}
Пример #6
0
/**
 * Free up any internal memory. 
 */
void player_destroy(struct player *p) {
	if (p->client)
		p->client->p = 0;
	cpShapeDestroy((struct cpShape *)&p->shape);
	cpBodyDestroy(&p->body);
}
Пример #7
0
/**
 * Frees any internal memory of the bubble.
 */
void bubble_destroy(struct bubble *b) {
	cpShapeDestroy(&b->shape);
	cpBodyDestroy(&b->body);
}