Here is the problem: I am using X11 to track events and then draw on the screen. When the drawing is finished I want do clear all data about the screen, because even if I call XCloseDisplay the application screen behaves weirdly. When I press a key on a keyboard the screen updates and this overlay disappears (I pressed print screen btn). I want to know, how to get this result through code.
while (1)
{
XNextEvent(xdisplay, &xevent);
if (xevent.type == ButtonPress)
{
init_x = xevent.xmotion.x_root;
init_y = xevent.xmotion.y_root;
printf("drawing area: init_x = %d, init_y = %d\n", init_x, init_y);
isPressed = true;
}
else if (xevent.type == ButtonRelease)
{
fin_x = xevent.xmotion.x_root;
fin_y = xevent.xmotion.y_root;
cairo_set_source_surface(cr, surfaceTmp, 1, 1);
cairo_set_fill_rule(cr, CAIRO_FILL_RULE_EVEN_ODD); // The default is CAIRO_FILL_RULE_WINDING.
cairo_rectangle(cr, 0, 0, DisplayWidth(xdisplay, scr), DisplayHeight(xdisplay, scr)); // set rectangle
cairo_fill(cr);
XFlush(xdisplay);
XCloseDisplay(xdisplay);
printf("drawing limit: fin_x = %d, fin_y = %d\n", fin_x, fin_y);
break;
}
if (xevent.type == MotionNotify && isPressed == true)
{
int tmp_x = xevent.xmotion.x_root;
int tmp_y = xevent.xmotion.y_root;
cairo_set_source_rgba(cr, 0, 0, 0, 0.2);
cairo_rectangle(cr, prevInitX, prevInitY, prevFinX, prevFinY);
cairo_fill(cr);
cairo_set_source_surface(cr, surfaceTmp, 1, 1);
cairo_set_fill_rule(cr, CAIRO_FILL_RULE_EVEN_ODD); // The default is CAIRO_FILL_RULE_WINDING.
cairo_rectangle(cr, init_x, init_y, tmp_x - init_x, tmp_y - init_y); // set rectangle
cairo_fill(cr);
prevInitX = init_x;
prevInitY = init_y;
prevFinX = tmp_x - init_x;
prevFinY = tmp_y - init_y;
}
}
Related
This is a piece of code which displays text and background rectangle When this piece of code is run with Intel as default XORG driver everything works fine both text and rectangle are being displayed,whereas when i switch to the Modesetting driver only the background rectangle is seen and text is not being displayed
#include <iostream>
#include<unistd.h>
#include <sstream>
#include <string>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xft/Xft.h>
#include <X11/extensions/XShm.h>
#include <sys/ipc.h>
#include <sys/shm.h>
using namespace std;
int main()
{
Display *display = XOpenDisplay(NULL);
Screen *scn = DefaultScreenOfDisplay(display);
int screen_num = DefaultScreen(display);
int screen_width = DisplayWidth(display, screen_num);
int screen_height = DisplayHeight(display, screen_num);
int defaultScnDepth = DefaultDepthOfScreen(scn);
Visual *visual = DefaultVisualOfScreen(scn);
Window window=XCreateSimpleWindow(display,RootWindow(display,screen_num), 50, 50, 400, 400, 2 ,BlackPixel(display,screen_num),WhitePixel(display,screen_num));
//XFlush(display)
XMapWindow(display, window);
XShmSegmentInfo shmInfo;
XImage *xImage;
Pixmap backPixmap;
(xImage) = XShmCreateImage(display, visual, defaultScnDepth, ZPixmap, NULL, &shmInfo, screen_width, screen_height);
shmInfo.shmid = shmget(IPC_PRIVATE, (xImage)->bytes_per_line * (xImage)->height, IPC_CREAT | 0777);
shmInfo.shmaddr = (char *) shmat(shmInfo.shmid, 0, 0);
xImage->data = shmInfo.shmaddr;
shmInfo.readOnly = False;
XShmAttach(display, &shmInfo);
(backPixmap) = XShmCreatePixmap(display, window, (char *) (shmInfo.shmaddr), &shmInfo, (xImage)->width, (xImage)->height, (xImage)->depth);
XGCValues values;
GC gc = XCreateGC(display, backPixmap, 0, &values);
XSync(display, false);
Drawable drawable =backPixmap;
visual = DefaultVisual(display, DefaultScreen(display));
Colormap colormap = XCreateColormap(display, window, visual, AllocNone);
//gc = XCreateGC(display, drawable, 0, &values);
//XFlushGC(display, gc);
const char *text = "Hello";
XftDraw *xftDraw = NULL;
XRenderColor xrFGColor, xrBGColor;
XftColor xftFGColor, xftBGColor;
XftFont *font = NULL;
font = XftFontOpenName( display, DefaultScreen( display ), "morpheus-18" );
xftDraw = XftDrawCreate(display, drawable, visual, colormap);
int nextLineStartY, rectYRef;
bool firstIte;
unsigned int rectX, rectY, rectWidth, rectHeight;
nextLineStartY = 0; rectYRef = 0;
firstIte = true;
rectX = 0; rectY = 0; rectWidth = 0; rectHeight = 0;
std::istringstream strStream(text);
std::string line;
while(std::getline(strStream, line))
{
const char *lineText = line.c_str();
if(*lineText == '\0')
{
nextLineStartY += rectHeight + 1;
continue;
}
const char *text = lineText;
XGlyphInfo extents;
XftTextExtents8(display, font, (XftChar8 *)text, strlen(text), &extents);
unsigned int width = extents.width;
unsigned int height = extents.height;
int ascent = extents.y;
int lBearing = extents.x;
rectX = 50 - lBearing - 1;
rectY = 50 - ascent - 1;
rectWidth = width + 2 * 1;
rectHeight = height + 5 + 1;
if(firstIte)
{
rectYRef = rectY;
firstIte = false;
}
int diff = rectYRef - rectY;
rectY += nextLineStartY + diff;
nextLineStartY += rectHeight + 1;
if(1)
{
xrBGColor.red = 0x7fff;
xrBGColor.green= 0x7fff;
xrBGColor.blue = 0x7fff;
xrBGColor.alpha= 0xffff;
XftColorAllocValue(display, visual, colormap, &xrBGColor, &xftBGColor);
// Draw background fill rectangle
XftDrawRect(xftDraw, &xftBGColor, rectX, rectY, rectWidth, rectHeight);
XftColorFree(display, visual, colormap, &xftBGColor);
}
xrFGColor.red = 0xbfff;
xrFGColor.green = 0xbfff;
xrFGColor.blue = 0xbfff;
xrFGColor.alpha= 0xffff;
XftColorAllocValue(display, visual, colormap, &xrFGColor, &xftFGColor);
// Overlay Text
XftDrawString8(xftDraw, &xftFGColor, font, 50, 50, (XftChar8 *) text, strlen(text));
XColor xForeColor;
xForeColor.red = 0xafff;
xForeColor.green = 0xafff;
xForeColor.blue = 0xffff;
if(XAllocColor(display,colormap,&xForeColor))
XSetForeground(display,gc,xForeColor.pixel);
XftColorFree(display, visual, colormap, &xftFGColor);
XFreeColors(display, colormap, &(xForeColor.pixel), 1, 0);
}
XftDrawDestroy(xftDraw);
XShmPutImage(display, window, gc, xImage, 0, 0, 0, 0, 400, 400, false);
XSync(display, false);
getchar();
}
I tried out other drivers too, with the radeon drivers i see a X error that shared pixmaps are not supported while i don't see any such error for the modesetting driver.
Has this something to do with the shared pixmaps, if yes how should i make it work with the modesetting driver.
I have been stuck on this for a while now, any help would be appreciated.
I added code to OnPaint() and it paints correctly on my Windows 10 laptop, but the painting is not shown on another computer (Windows 8). I'm a novice at painting and I probably did something wrong - maybe with invalidate and updatewindow. Regardless, here is my code:
I am painting on a dialog window; the code for OnPaint() is mostly created by Visual Studios - I simply added DrawValveImage() at the end. Also, here is picture that shows what DrawValveImage() draws. I don't think you need to look at all the code for DrawValveImage() to solve the problem; I think my error is my placement of the calling of DrawValveImage(). Maybe OnPaint() isn't the right event for custom painting.
void CCleaningAndScreeningDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialogEx::OnPaint();
}
DrawValveImage();
}
void CCleaningAndScreeningDlg::DrawValveImage()
{
//my own drawing
CClientDC* pDC = new CClientDC(this);
pDC->SelectStockObject(NULL_BRUSH);
COLORREF blueBorder = RGB(67, 99, 155);
COLORREF blueFill = RGB(218, 227, 243);
int x1 = 1050;
int y1 = 50;
int width = 300;
int x2 = x1 + width;
int y2 = y1 + width;
CPen pen;
CBrush brush;
pen.CreatePen(PS_SOLID, 5, blueBorder);
brush.CreateSolidBrush(blueFill);
// select brush and pen
pDC->SelectObject(&pen);
pDC->SelectObject(&brush);
if (valveImageDrawn == FALSE)
pDC->Ellipse(x1, y1, x2, y2);
DeleteObject(brush);
DeleteObject(pen);
DeleteObject(&brush);
DeleteObject(&pen);
int heightWidth = width;
int smallHeightWidth = heightWidth / 7;
int radiusFromOriginSmallCircle = heightWidth / 2.75;
for (int circleIndex = 0; circleIndex < 10; circleIndex++) {
POINT centerSmallCircle = FindPointOnCircle(POINT{ heightWidth / 2, heightWidth / 2 }, radiusFromOriginSmallCircle, (circleIndex * 360 / 10) - 90);
int smallCircleX = centerSmallCircle.x - smallHeightWidth / 2 + x1;
int smallCircleY = centerSmallCircle.y - smallHeightWidth / 2 + y1;
rectangle smallCircleRect = { smallCircleX, smallCircleY, smallCircleX + smallHeightWidth, smallCircleY + smallHeightWidth };
rectsSmallCircles[circleIndex] = smallCircleRect;
bool greenFilled = false;
if (valvePosition - 1 == circleIndex) {
CPen pen;
CBrush brush;
COLORREF greenFill = RGB(181, 230, 29);
pen.CreatePen(PS_SOLID, 5, blueBorder);
brush.CreateSolidBrush(greenFill);
pDC->SelectObject(&pen);
pDC->SelectObject(&brush);
pDC->Ellipse(smallCircleRect.x1, smallCircleRect.y1, smallCircleRect.x2, smallCircleRect.y2);
DeleteObject(brush);
DeleteObject(pen);
DeleteObject(&brush);
DeleteObject(&pen);
greenFilled = true; //if mouse clicked and green color is painted on the valve image
}
else {
CPen pen;
CBrush brush;
pen.CreatePen(PS_SOLID, 5, blueBorder);
brush.CreateSolidBrush(blueFill);
pDC->SelectObject(&pen);
pDC->SelectObject(&brush);
pDC->Ellipse(smallCircleRect.x1, smallCircleRect.y1, smallCircleRect.x2, smallCircleRect.y2);
DeleteObject(brush);
DeleteObject(pen);
DeleteObject(&brush);
DeleteObject(&pen);
}
CString circleText;
int CircleNumber = circleIndex + 1;
circleText.Format(_T("%d"), CircleNumber);
CRect testRect = { smallCircleRect.x1,
smallCircleRect.y1, smallCircleRect.x2, smallCircleRect.y2 };
pDC->SetBkMode(TRANSPARENT);
CClientDC dc(this);
CFont font;
VERIFY(font.CreateFont(
30, // nHeight
0, // nWidth
0, // nEscapement
0, // nOrientation
FW_BOLD, // nWeight
FALSE, // bItalic
FALSE, // bUnderline
0, // cStrikeOut
ANSI_CHARSET, // nCharSet
OUT_DEFAULT_PRECIS, // nOutPrecision
CLIP_DEFAULT_PRECIS, // nClipPrecision
DEFAULT_QUALITY, // nQuality
DEFAULT_PITCH | FF_SWISS, // nPitchAndFamily
_T("Arial"))); // lpszFacename
CFont* def_font = pDC->SelectObject(&font);
pDC->DrawText(circleText, testRect, DT_SINGLELINE | DT_VCENTER | DT_CENTER);
pDC->SelectObject(def_font);
font.DeleteObject();
}
//redraw the combobox infront of the valve-image
UpdateData(TRUE);
comboPorts.Invalidate();
comboPorts.UpdateWindow();
valveImageDrawn = true;
}
OnPaint() is the right method to do custom painting. When you override OnPaint(), you should not call the OnPaint() method of the base class. You are responsible to draw all of the content of the window on your own (except child windows).
You only need this code:
void CCleaningAndScreeningDlg::OnPaint()
{
CPaintDC dc(this); // constructor of CPaintDC calls ::BeginPaint()
DrawValveImage( dc ); // pass device context to the drawing function
// Destructor of CPaintDC automatically calls ::EndPaint()!
}
You can see that I have added a parameter to DrawValveImage. The declaration would look like this:
void DrawValveImage( CDC& dc );
Make sure that in your drawing function, you only use the dc parameter for drawing.
This is wrong:
CClientDC* pDC = new CClientDC(this);
You should not create any additional device contexts.
Example of another mistake:
pDC->SelectObject(&pen);
pDC->SelectObject(&brush);
if (valveImageDrawn == FALSE)
pDC->Ellipse(x1, y1, x2, y2);
DeleteObject(brush);
DeleteObject(pen);
DeleteObject(&brush);
DeleteObject(&pen);
First, you don't restore the original state of the device context before you delete objects selected into it. When an object is still selected into a device context, it cannot be deleted correctly. To fix that, store the return value of SelectObject() and SelectStockObject(), which is a pointer to the object previously selected in the device context (if you didn't select one, there is a default object). Before you delete the object, call SelectObject(), passing the stored pointer.
Second, why do you delete objects twice? Either let the object destroy itself automatically when it leaves the current scope or call the DeleteObject() member function (rarely needed).
Corrected code:
auto pOldPen = dc.SelectObject(&pen);
auto pOldBrush = dc.SelectObject(&brush);
if (valveImageDrawn == FALSE)
dc.Ellipse(x1, y1, x2, y2);
if(pOldPen)
dc.SelectObject(pOldPen);
if(pOldBrush)
dc.SelectObject(pOldBrush );
// No need for DeleteObject(), the destructor of each object will delete it at the
// end of the current scope (before the function returns). But if you actually need it
// (say you want to reuse the variable), it would look like this:
// pen.DeleteObject();
// brush.DeleteObject();
This code is unnecessary:
//redraw the combobox infront of the valve-image
UpdateData(TRUE);
comboPorts.Invalidate();
comboPorts.UpdateWindow();
Just set the WS_CLIPCHILDREN style of the dialog window (using the dialog editor) to prevent the painting code from drawing over the combo box.
I have one RectangleShape for wall and I draw this one object for every "1" on my 2D map:
int map[5][8] =
{
{ 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 1, 0, 1, 1, 0, 1 },
{ 1, 2, 1, 0, 0, 0, 3, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1 }
};
sf::RectangleShape player;
player.setSize(sf::Vector2f(32,32));
sf::RectangleShape wall;
wall.setSize(sf::Vector2f(32,32));
wall.setFillColor(sf::Color(40, 199, 40));
for (int mapX= 0; mapX< 8; mapX++)
{
for (int mapY= 0; mapY< 5; mapY++)
{
if (map[mapY][mapX] == 1)
{
wall.setPosition(mapX * 32, mapY * 32);
window.draw(wall);
}
}
}
And I checking for collision with code listed down, but this works for only last drawn wall. How to fix this? Theres only one object wall and I want to check collision for all drawned walls for my 2D array map.
if (event.type == sf::Event::TextEntered)
{
fPlayerY_t = fPlayerY;
fPlayerX_t = fPlayerX;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) fPlayerY_t = fPlayerY - 32;
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) fPlayerY_t = fPlayerY + 32;
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) fPlayerX_t = fPlayerX + 32;
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) fPlayerX_t = fPlayerX - 32;
// temp pos
player.setPosition(fPlayerX_t, fPlayerY_t);
// collision with wall
if (player.getPosition().x == wall.getPosition().x &&
player.getPosition().y == wall.getPosition().y)
{
// back to prev position
player.setPosition(fPlayerX, fPlayerY);
}
else
{
// No collision
fPlayerX = fPlayerX_t;
fPlayerY = fPlayerY_t;
}
}
Convert the coordinates of the player in array coordinates then check if map[x][y] == 1.
So do not have to loop through your entire map every game loop.
To convert into array coordinates, use int conversion :
int playerTileX = (int)(playerWorldX / 32);
int playerTileY = (int)(playerWorldY / 32);
if(map[playerTileX ][playerTileY ] == 1)
{
// collision.
}
else
{
// no collision.
}
What I dislike with this solution : it only checks for tiles collision, you have to be sure every wall is the same size (here 32*32).
I'm developing game in iPhone in that pixel perfect collision will work only if one sprite appears on scene otherwise it wont work.can you please provide me some information?
I used this code for pixel perfect collision between animated sprites(spritesheet).
-(BOOL) isCollisionBetweenSpriteA:(CCSprite*)spr1 spriteB:(CCSprite*)spr2 pixelPerfect:(BOOL)pp
{
BOOL isCollision = NO;
CGRect intersection = CGRectIntersection([spr1 boundingBox], [spr2 boundingBox]);
// Look for simple bounding box collision
if (!CGRectIsEmpty(intersection))
{
// If we're not checking for pixel perfect collisions, return true
if (!pp) {return YES;}
CGPoint spr1OldPosition = spr1.position;
CGPoint spr2OldPosition = spr2.position;
spr1.position = CGPointMake(spr1.position.x - intersection.origin.x, spr1.position.y - intersection.origin.y);
spr2.position = CGPointMake(spr2.position.x - intersection.origin.x, spr2.position.y - intersection.origin.y);
intersection = CGRectIntersection([spr1 boundingBox], [spr2 boundingBox]);
// Assuming that the spritebatchnode of both sprites is the same, I just use one. If each sprite has a different sprite batch node as parent you should modify the code to get the spriteBatchNode for each sprite and visit them.
CCSpriteBatchNode* _sbnMain =(CCSpriteBatchNode*) spr1.parent;
//NOTE: We are assuming that the spritebatchnode is always at 0,0
// Get intersection info
unsigned int x = (intersection.origin.x)* CC_CONTENT_SCALE_FACTOR();
unsigned int y = (intersection.origin.y)* CC_CONTENT_SCALE_FACTOR();
unsigned int w = intersection.size.width* CC_CONTENT_SCALE_FACTOR();
unsigned int h = intersection.size.height* CC_CONTENT_SCALE_FACTOR();
unsigned int numPixels = w * h;// * CC_CONTENT_SCALE_FACTOR();
// create render texture and make it visible for testing purposes
int renderWidth = w+1;
int renderHeight = h+1;
if(renderWidth<32)
{
renderWidth =32;
}
if(renderHeight < 32)
{
renderHeight =32;
}
renderTexture = [[CCRenderTexture alloc] initWithWidth:renderWidth height:renderHeight pixelFormat:kCCTexture2DPixelFormat_RGBA8888];
//rt is always going to be at 0,0 - can't change it.
renderTexture.position = CGPointMake(0, 0);
[self addChild:renderTexture];
renderTexture.visible = NO;
//NSLog(#"\nintersection = (%u,%u,%u,%u), area = %u",x,y,w,h,numPixels);
// Draw into the RenderTexture
[renderTexture beginWithClear:0 g:0 b:0 a:0];
// Render both sprites: first one in RED and second one in GREEN
glColorMask(1, 0, 0, 1);
[_sbnMain visitSprite:spr1];
glColorMask(0, 1, 0, 1);
[_sbnMain visitSprite:spr2];
glColorMask(1, 1, 1, 1);
// Get color values of intersection area
ccColor4B *buffer = malloc( sizeof(ccColor4B) * numPixels );
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
[renderTexture end];
// Read buffer
unsigned int step = 1;
for(unsigned int i=0; i<numPixels; i+=step)
{
ccColor4B color = buffer[i];
if (color.r > 0 && color.g > 0)
{
isCollision = YES;
break;
}
}
// Free buffer memory
free(buffer);
spr1.position = spr1OldPosition;
spr2.position = spr2OldPosition;
[renderTexture release];
[self removeChild:renderTexture cleanup:YES];
} return isCollision;}
I'm a beginner that just followed cocos2d-x's native tutorials and I am faced with a huge wall!
This is my error:
>c:\cocos2d-2.0-x-2.0.3\cocos2dsimplegame\classes\helloworldscene.cpp(86): error C2440: 'type cast' : cannot convert from 'void (__thiscall HelloWorld::* )(cocos2d::CCTime)' to 'cocos2d::SEL_SCHEDULE'
>Pointers to members have different representations; cannot cast between them
My cpp file:
#include "HelloWorldScene.h"
using namespace cocos2d;
CCScene* HelloWorld::scene()
{
CCScene * scene = NULL;
do
{
// 'scene' is an autorelease object
scene = CCScene::create();
CC_BREAK_IF(! scene);
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
CC_BREAK_IF(! layer);
// add layer as a child to scene
scene->addChild(layer);
} while (0);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
bool bRet = false;
_targets = CCArray::create();
_projectiles = CCArray::create();
do {
////////////////////
// super init first
////////////////////
if ( !CCLayerColor::initWithColor( ccc4(255, 255, 255, 255) ) )
{
return false;
}
////////////////////
// add your codes below..
////////////////////
// 1. Add a menu item with "X" image, which is clicked to quit the program.
// Create a "close" menu item with close icon, it's an auto release object.
CCMenuItemImage *pCloseItem = CCMenuItemImage::itemWithNormalImage(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback));
CC_BREAK_IF(! pCloseItem);
// Place the menu item bottom-right conner.
pCloseItem->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20));
//Create a menu with the "close" menu item, it's an auto release object.
CCMenu* pMenu = CCMenu::menuWithItems(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
CC_BREAK_IF(! pMenu);
//Add the menu to HelloWorld layer as a child layer.
this->addChild(pMenu, 1);
//////////////////////
// 2. add your codes below...
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *player = CCSprite::spriteWithFile("Player.png", CCRectMake(0, 0, 27, 40));
player->setPosition(ccp(player->getContentSize().width/2, winSize.height/2));
this->addChild(player);
bRet = true;
} while (0);
// Call game logic about every second
this->schedule( schedule_selector(HelloWorld::gameLogic), 1.0);
// You can shoot the bullet
this->setTouchEnabled(true);
this->schedule( schedule_selector(HelloWorld::update) );
return bRet;
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
// "close" menu item clicked
CCDirector::sharedDirector()->end();
}
void HelloWorld::addTarget()
{
CCSprite *target = CCSprite::spriteWithFile("Target.png", CCRectMake(0, 0, 27, 40));
// Determine where to spawn the target along the Y axis
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
int minY = target->getContentSize().height/2;
int maxY = winSize.height - target->getContentSize().height/2;
int rangeY = maxY - minY;
// srand( TimGetTicks() );
int actualY = ( rand() % rangeY ) + minY;
// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated
target->setPosition( ccp(winSize.width + (target->getContentSize().width/2), actualY) );
this->addChild(target);
// Determine speed of the target
int minDuration = (int)2.0;
int maxDuration = (int)4.0;
int rangeDuration = maxDuration - minDuration;
// srand( TimGetTicks() );
int actualDuration = ( rand() % rangeDuration ) + minDuration;
// Create the actions
CCFiniteTimeAction* actionMove = CCMoveTo::actionWithDuration( (float)actualDuration, ccp(0 - target->getContentSize().width/2, actualY) );
CCFiniteTimeAction* actionMoveDone = CCCallFuncN::actionWithTarget( this, callfuncN_selector(HelloWorld::spriteMoveFinished) );
target->runAction( CCSequence::actions( actionMove, actionMoveDone, NULL) );
// Add to targets array
target->setTag(1);
_targets->addObject(target);
}
void HelloWorld::spriteMoveFinished(CCNode* sender)
{
CCSprite *sprite = (CCSprite *)sender;
this->removeChild(sprite, true);
if (sprite->getTag() == 1) // target
{
_targets->removeObject(sprite);
}
else if (sprite->getTag() == 2) // projectile
{
_projectiles->removeObject(sprite);
}
}
void HelloWorld::gameLogic(float dt)
{
this->addTarget();
}
void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
// Choose one of the touches to work with
CCTouch* touch = (CCTouch*)( touches->anyObject() );
CCPoint location = touch->locationInView();
location = CCDirector::sharedDirector()->convertToGL(location);
// Set up initial location of projectile
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *projectile = CCSprite::spriteWithFile("Projectile.png", CCRectMake(0, 0, 20, 20));
projectile->setPosition( ccp(20, winSize.height/2) );
// Determine offset of location to projectile
int offX = location.x - projectile->getPosition().x;
int offY = location.y - projectile->getPosition().y;
// Bail out if we are shooting down or backwards
if (offX <= 0) return;
// OK to add now - we've double checked position
this->addChild(projectile);
// Determine where we wish to shoot the projectile to
int realX = winSize.width + (projectile->getContentSize().width/2);
float ratio = (float)offY / (float)offX;
int realY = (realX * ratio) + projectile->getPosition().y;
CCPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile->getPosition().x;
int offRealY = realY - projectile->getPosition().y;
float length = sqrtf((offRealX * offRealX) + (offRealY * offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
projectile->runAction( CCSequence::actions( CCMoveTo::actionWithDuration(realMoveDuration, realDest), CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::spriteMoveFinished)), NULL) );
// Add to projectiles array
projectile->setTag(2);
_projectiles->addObject(projectile);
}
void HelloWorld::update(CCTime dt)
{
CCArray *projectilesToDelete = CCArray::create();
CCObject* arrayItem1;
CCARRAY_FOREACH(_projectiles, arrayItem1)
{
CCSprite* projectile = (CCSprite*)arrayItem1;
CCRect projectileRect = CCRectMake(
projectile->getPosition().x - (projectile->getContentSize().width/2),
projectile->getPosition().y - (projectile->getContentSize().height/2),
projectile->getContentSize().width,
projectile->getContentSize().height);
CCArray* targetsToDelete = CCArray::create();
CCObject* arrayItem2;
CCARRAY_FOREACH(_targets, arrayItem2)
{
CCSprite* target = (CCSprite*) arrayItem2;
CCRect targetRect = CCRectMake(
target->getPosition().x - (target->getContentSize().width/2),
target->getPosition().y - (target->getContentSize().height/2),
target->getContentSize().width,
target->getContentSize().height);
if (CCRect::CCRectIntersectsRect(projectileRect, targetRect))
{
targetsToDelete->addObject(target);
}
}
CCARRAY_FOREACH(targetsToDelete, arrayItem2)
{
CCSprite* target = (CCSprite*) arrayItem2;
_targets->removeObject(target);
this->removeChild(target, true);
}
if (targetsToDelete->count() > 0)
{
projectilesToDelete->addObject(projectile);
}
targetsToDelete->release();
}
CCARRAY_FOREACH(projectilesToDelete, arrayItem1)
{
CCSprite* projectile = (CCSprite*) arrayItem1;
_projectiles->removeObject(projectile);
this->removeChild(projectile, true);
}
projectilesToDelete->release();
}
Maybe this part is a problem:
bool HelloWorld::init()
{
....
this->schedule( schedule_selector(HelloWorld::update) );
....
}
But I don't understand why this part is a problem.
Please, help me!
change CCTime to float.
in old cocos2d-x version, they have ccTime instead of CCTime
but in 2.0 they remove it. since it is duplicated with float.