void HelloWorld::addPhysicSprite() { #if CC_ENABLE_CHIPMUNK_INTEGRATION // Use batch node. Faster CCSpriteBatchNode *parent = CCSpriteBatchNode::create(s_SpinPea, 100); m_pSpriteTexture = parent->getTexture(); addChild(parent, 100, kTagParentNode); CCPoint pos = ccp(200,200); int posx, posy; CCNode *parent = getChildByTag(kTagParentNode); posx = CCRANDOM_0_1() * 200.0f; posy = CCRANDOM_0_1() * 200.0f; posx = (posx % 4) * 85; posy = (posy % 3) * 121; int num = 4; cpVect verts[] = { cpv(-24,-54), cpv(-24, 54), cpv( 24, 54), cpv( 24,-54), }; cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero)); body->p = cpv(pos.x, pos.y); cpSpaceAddBody(m_pSpace, body); cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero); shape->e = 0.5f; shape->u = 0.5f; cpSpaceAddShape(m_pSpace, shape); CCPhysicsSprite *sprite = CCPhysicsSprite::createWithTexture(m_pSpriteTexture, CCRectMake(posx, posy, 85, 121)); parent->addChild(sprite,50); sprite->setCPBody(body); sprite->setPosition(pos); #endif }
void ChipmunkTestLayer::addNewSpriteAtPosition(CCPoint pos) { #if CC_ENABLE_CHIPMUNK_INTEGRATION int posx, posy; CCNode *parent = getChildByTag(kTagParentNode); posx = CCRANDOM_0_1() * 200.0f; posy = CCRANDOM_0_1() * 200.0f; posx = (posx % 4) * 85; posy = (posy % 3) * 121; int num = 4; cpVect verts[] = { cpv(-24,-54), cpv(-24, 54), cpv( 24, 54), cpv( 24,-54), }; cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero)); body->p = cpv(pos.x, pos.y); cpSpaceAddBody(m_pSpace, body); cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero); shape->e = 0.5f; shape->u = 0.5f; cpSpaceAddShape(m_pSpace, shape); CCPhysicsSprite *sprite = CCPhysicsSprite::createWithTexture(m_pSpriteTexture, CCRectMake(posx, posy, 85, 121)); parent->addChild(sprite); sprite->setCPBody(body); sprite->setPosition(pos); #endif }