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设计模式笔记09-迭代器与组合模式

时间:2014-04-17 17:26:43      阅读:469      评论:0      收藏:0      [点我收藏+]
//碰撞框
class ColliderBody : public cocos2d::Ref
{
public:
    ColliderBody(ContourData *contourData);
    ~ColliderBody();

    inline ContourData *getContourData() { return _contourData; }

#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT 
    void setColliderFilter(ColliderFilter *filter);
    ColliderFilter *getColliderFilter();
#endif

#if ENABLE_PHYSICS_BOX2D_DETECT
    virtual void setB2Fixture(b2Fixture *fixture) { _fixture = fixture; }
    virtual b2Fixture *getB2Fixture() const { return _fixture; }
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
    virtual void setShape(cpShape *shape) { _shape = shape; }
    virtual cpShape *getShape() const { return _shape; }
#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
    virtual const std::vector<cocos2d::Point> &getCalculatedVertexList() const { return _calculatedVertexList; }
#endif

private:

#if ENABLE_PHYSICS_BOX2D_DETECT
    b2Fixture *_fixture;
    ColliderFilter *_filter;
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
    cpShape *_shape;
    ColliderFilter *_filter;
#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
    std::vector<cocos2d::Point> _calculatedVertexList;//所有顶点
#endif

    ContourData *_contourData;//轮廓数据

    friend class ColliderDetector;
};

/*
 *  @brief  ContourSprite used to draw the contour of the display
 *  @js NA
 *  @lua NA
 */
class ColliderDetector : public cocos2d::Ref
{
public:
    static ColliderDetector *create();
    static ColliderDetector *create(Bone *bone);
public:
	/**
     * @js ctor
     */
    ColliderDetector();
    /**
     * @js NA
     * @lua NA
     */
    ~ColliderDetector(void);

    virtual bool init();
    virtual bool init(Bone *bone);

    void addContourData(ContourData *contourData);//手动添加 一个 轮廓顶点信息数据
    void addContourDataList(cocos2d::Vector<ContourData*> &contourDataList);//手动添加 一组 轮廓顶点信息数据

    void removeContourData(ContourData *contourData);//手动移除 一个 轮廓顶点信息数据
    void removeAll();//手动添加 所有 轮廓顶点信息数据

    void updateTransform(kmMat4 &t);//旋转更新

    void setActive(bool active);//设置激活状态
    bool getActive();

    const cocos2d::Vector<ColliderBody*>& getColliderBodyList();//得到所有轮廓框信息

#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT 
    virtual void setColliderFilter(ColliderFilter *filter);
    virtual ColliderFilter *getColliderFilter();
#endif

    virtual void setBone(Bone *bone) { _bone = bone; }
    virtual Bone *getBone() const { return _bone; }

#if ENABLE_PHYSICS_BOX2D_DETECT
    virtual void setBody(b2Body *body);
    virtual b2Body *getBody() const;
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
    virtual void setBody(cpBody *body);
    virtual cpBody *getBody() const;
#endif
 protected:
    cocos2d::Vector<ColliderBody*> _colliderBodyList;//碰撞body

    Bone *_bone;//骨骼

#if ENABLE_PHYSICS_BOX2D_DETECT
    b2Body *_body;
    ColliderFilter *_filter;
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
    cpBody *_body;
    ColliderFilter *_filter;
#endif

protected:
    bool _active;//是否激活
};

}

#endif /*__CCCOLLIDERDETECTOR_H__*/



class TestColliderDetector : public ArmatureTestLayer
{
public:
    ~TestColliderDetector();
    
    virtual void onEnter() override;
    virtual std::string title() const override;
    virtual void update(float delta);
    virtual void draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) override;
    void onDraw(const kmMat4 &transform, bool transformUpdated);
    
    void onFrameEvent(cocostudio::Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex);
    
    void initWorld() {};
    cocostudio::Armature *armature;
    cocostudio::Armature *armature2;
    
    CustomCommand _customCommand; //new render needed this for drawing primitives
    cocos2d::Sprite *bullet;
};
void TestColliderDetector::update(float delta)
{
    armature2->setVisible(true);
//
//    CCNode中两个个方法方法:
//    getContentSize用来获得节点原始大小。返回CGSize类型
//    getBoundingBox获得节点当前大小,即如果经过缩放那么就是缩放后的大小。返回CGRect类型。
//    有个问题最近才遇到,父精灵进行缩放处理,会对子精灵进行标记(boolean值),在实际绘制过程中会影响子精灵显示大小,但并不改变子精灵的getBoundingBox所获得的值,也就是只有直接setscale才会影响getBoundingBox数值。
//    CCSprite中有个方法:
//    getTextureRect返回精灵纹理大小,返回CGRect类型,并且是原始纹理大小,无关缩放。在一般情况下和getContentSize作用一样,但如果用TP处理过,还回值是实际纹理大小,留白部分会去除。这个在碰撞检测过程中经常用到。
    Rect rect = bullet->getBoundingBox();

    // This code is just telling how to get the vertex.
    // For a more accurate collider detection, you need to implemente yourself.
    const Map<std::string, Bone*>& map = armature2->getBoneDic();//得到骨骼字典
    for(const auto& element : map)//遍历字典
    {
        Bone *bone = element.second;
        ColliderDetector *detector = bone->getColliderDetector();

        if (!detector)//如否没有碰撞 跳过 继续遍历
            continue;
        //得到碰撞框列表
        const cocos2d::Vector<ColliderBody*>& bodyList = detector->getColliderBodyList();

        for (const auto& object : bodyList)
        {
            //得到一个碰撞框
            ColliderBody *body = static_cast<ColliderBody*>(object);
            //一个碰撞框包含的所有顶点
            const std::vector<Point> &vertexList = body->getCalculatedVertexList();

            float minx = 0, miny = 0, maxx = 0, maxy = 0;
             int length = (int)vertexList.size();//顶点个数
            for (int i = 0; i<length; i++)
            {
                Point vertex = vertexList.at(i);
                if (i == 0)
                {
                    minx = maxx = vertex.x;//起点和终点 是 第一个点
                    miny = maxy = vertex.y;
                }
                else//遍历所有点 得到4个最值
                {
                    minx = vertex.x < minx ? vertex.x : minx;
                    miny = vertex.y < miny ? vertex.y : miny;
                    maxx = vertex.x > maxx ? vertex.x : maxx;
                    maxy = vertex.y > maxy ? vertex.y : maxy;
                }
            }
            Rect temp = Rect(minx, miny, maxx - minx, maxy - miny);//组成一个包含所有顶点的矩形

            if (temp.intersectsRect(rect))
            {
                //子弹矩形在碰撞区域内 碰撞框不可见
                armature2->setVisible(false);
            }
        }
    }
}
void TestColliderDetector::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
{
    _customCommand.init(_globalZOrder);
    _customCommand.func = CC_CALLBACK_0(TestColliderDetector::onDraw, this, transform, transformUpdated);
    renderer->addCommand(&_customCommand);
}

void TestColliderDetector::onDraw(const kmMat4 &transform, bool transformUpdated)
{
    kmGLPushMatrix();
    kmGLLoadMatrix(&transform);
    
    armature2->drawContour();
    
    kmGLPopMatrix();
}

TestColliderDetector::~TestColliderDetector()
{
}
void TestColliderDetector::onEnter()
{
    ArmatureTestLayer::onEnter();

    scheduleUpdate();

    armature = Armature::create("Cowboy");
    armature->getAnimation()->play("FireWithoutBullet");
    armature->getAnimation()->setSpeedScale(0.2f);
    armature->setScaleX(-0.2f);
    armature->setScaleY(0.2f);
    armature->setPosition(Point(VisibleRect::left().x + 70, VisibleRect::left().y));

    /*
    * Set armature‘s frame event callback function
    * To disconnect this event, just setFrameEventCallFunc(nullptr);
    */
    armature->getAnimation()->setFrameEventCallFunc(CC_CALLBACK_0(TestColliderDetector::onFrameEvent, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4));
    addChild(armature);

    armature2 = Armature::create("Cowboy");
    armature2->getAnimation()->play("Walk");
    armature2->setScaleX(-0.2f);
    armature2->setScaleY(0.2f);
    armature2->setPosition(Point(VisibleRect::right().x - 60, VisibleRect::left().y));
    addChild(armature2);

#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
    bullet = cocos2d::extension::PhysicsSprite::createWithSpriteFrameName("25.png");
#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
    bullet = Sprite::createWithSpriteFrameName("25.png");
#endif
    addChild(bullet);

    initWorld();
}
std::string TestColliderDetector::title() const
{
    return "Test Collider Detector";
}
void TestColliderDetector::onFrameEvent(Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex)
{
    CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt.c_str(), currentFrameIndex);

    /*
    * originFrameIndex is the frame index editted in Action Editor
    * currentFrameIndex is the current index animation played to
    * frame event may be delay emit, so originFrameIndex may be different from currentFrameIndex.
    */

    Point p = armature->getBone("Layer126")->getDisplayRenderNode()->convertToWorldSpaceAR(Point(0, 0));
    bullet->setPosition(Point(p.x + 60, p.y));

    bullet->stopAllActions();
    bullet->runAction(CCMoveBy::create(1.5f, Point(350, 0)));
}


设计模式笔记09-迭代器与组合模式,布布扣,bubuko.com

设计模式笔记09-迭代器与组合模式

原文:http://blog.csdn.net/adoaiwen1314/article/details/23910311

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