Collision callback problems (chipmunk + spaceManager) - cocos2d-iphone

I am trying to give the bottom wall that is created with
addWindowContainmentWithFriction
a collision callback, I don't know if I am doing it wrong. This is how I have been trying to do it.
smgr.bottomWall->collision_type = kFootballCollisionType;
Am I doing something wrong because it is not responding to it. kFootballCollisionType is a collision type that I am using in other places in my code.

Are you setting up a collision handler, using cpSpaceAddCollisionHandler? You'll need to, to get any callbacks.
cpSpaceAddCollisionHandler(space, kFootballCollisionType, ...

Related

Change image on StaticBitmap wxWidgets

I would like to have a window, in which a picture changes depending on what is happening during an infinite loop.
Imagine someone walking around and when he leaves a given track, the program should display an arrow towards the direction of the track. Therefore I have a program, which determines the distance between user and track, but I have no idea on how to update the image.
I use code::blocks with wxWidgets and think I have to use the wxStaticBitmap class. (If there is a better way, please tell me.)
I tried with:
while(true)
{
updatePosition();
if(userNotOnTrack)
{
if(trackRightOfUser)
{
StaticDirectionBitmap->SetBitmap("D:\\WindowsDgps\\WindowsDgpsGraphic\\arrow_right.png");
}
}
}
(Note that this snippet is mostly pseudocode, except the StaticDirectionBitmap part.)
On default the Bitmap has a "no_arrow" image. With this I get an error: error: no matching function for call to 'wxStaticBitmap::SetBitmap(const char [51])'|. I see from the documentation that this cannot work, but I have no idea what could.
If anyone knows how to handle this, I would be happy to hear. I remember a few years back, when I tried something similar in C# and failed completely because of thread safety... I hope it is not this hard in C++ with wxWidgets.
SetBitmap takes a wxBitmap parameter not a string. So the call should look something like:
SetBitmap(wxBitmap( "D:\\WindowsDgps\\WindowsDgpsGraphic\\arrow_right.png", wxBITMAP_TYPE_PNG) );
Make sure prior to making this call that the png handler has been added with a call like one of the following:
wxImage::AddHandler(new wxPNGHandler);
or
::wxInitAllImageHandlers();
The easiest place to do this is in the applications OnInit() method.
If you want update the static bitmap from a worker thread, you should throw a wxThreadEvent and then make the call to SetBitmap in the event handler. The sample here shows how to generate and handle these events.

How to use Accelerometer in cocos2dx

I've been trying to get the acceleromter to work in cocos2d-x c++.
I tried to add this function to my scene which a lot of my Google search results said I should:
virtual void didAccelerate(Acceleration *acceleration);
That does however give me an error saying I'm overriding a final function.
Then I found how I could use the EventDispatcher thing for it.
auto accListener = EventListenerAcceleration::create(CC_CALLBACK_2(MainScene::accelerated, this));
getEventDispatcher()->addEventListenerWithSceneGraphPriority(accListener, this);
In both of these I had called this function earlier in my scene's init function:
setAccelerometerEnabled(true);
I'm all out of ideas and I need help. On the second "approach" it compiled, but my accelerated function was never called.
Thank you in advance!
I'm using Android so maybe I need to edit something in the AndroidManifest?
The guys at the cocos forums linked me to this:
Cocos docs
As you can see the correct way to go is to use the EventListener approach as described earlier. However you need to call
Device::setAccelerometerEnabled(true);
Calling
setAccelerometerEnabled(true);
From the scene's init doesn't work, you need to call the static method on 'Device'.
So here's how you do it.
Device::setAccelerometerEnabled(true);
auto accListener = EventListenerAcceleration::create(CC_CALLBACK_2(MainScene::accelerated, this));
getEventDispatcher()->addEventListenerWithSceneGraphPriority(accListener, this);
Where accelerated is takes these parameters:
void accelerated(Acceleration *acceleration, Event *event);
Of course this function can be called anything as the EventListener takes a function pointer.
Tritzium answered it right. Just wanted point out:
You wont get accelerator events in simulator, you need a device.

Touch Event on Sprite with Cocos2d-x 3.x?

In my scene I have a vector with multiple custom sprites. When I tap on one of them, I want an action to be fired on another element on the scene, can be another sprite in the vector, or another node. I have been researching the best way to do this, but I'm not quite sure how to implement it. The options are:
Add a touch listener to the scene, and verify if it was tapped inside the bounds of the sprite with rect. containsPoint(point). And after that, I have to get the sprite that was tapped to do the action I want. For me, it doesn't seems very clean to do it this way. And if two sprites are overlaped, I have to verify if the sprite is behind or in the front in order to retrieve the desired sprite. I followed this example: Touch Event example
Add a touch listener in the subclass of the sprite (my custom sprite). And add onTouchBegan and onTouchEnded inside it. But this way, I don't know how to modify an attribute of another sprite, or another element in the scene (Is it possible to use Delegates like Objective-C does?). I followed this example: Subclass Sprite Example
My main problem is that I don't understand very well how to make a node interact with another node in the scene. I have seen a lot of tutorials, but in all of them, when you interact with a node, it only changes its attributes, not other nodes' attributes.
Thanks in advance.
I shall propose "EventCustom" way :)
You can add in your touchBegan / touchEnded methods (wherever you put them... you got the point...) additional code for passing an EventCusto to the _eventDispatcher and get it announced to the world ;)
EventCustom *e = new EventCustom("MyAwesomeEvent");
e->setUserData(ptrMyFantasticData); //This function takes a void pointer. cheers :)
_eventDispatcher->dispatchEvent(e);
You may subclass the EventCustom class but that is hardly necessary. You can always hang an object to it with setUserData().
Now the objects which need to react to the event can listen to it by
_myCustomListener = EventListenerCustom::create(
"MyAwesomeEvent",
CC_CALLBACK_1(
ListeningClass::onMyAwesomeEvent,
this
)
);
_eventDispatcher->addEventListenerWithXXXXXPriority(_myCustomListener, XXX);
//ScreenGraphPriority / FixedPriority depends on situation. Either should work.
It's always a good practice to remove your listeners when you go off, so somewhere, perhaps in onExit(), where you removed touch listeners remove this listener too, as
_eventDispatcher->removeEventListener(_myCustomListener);
Going a bit off the track, a clarification:
CC_CALLBACK_X are a bit tricky names. The X indicates the no. of args the target function will get. Here, event dispatcher will pass 1 arg i.e. ptr to object of EventCustom you handed it, so we use CC_CALLBACK_1. The next arg - here "this" - is the object on which the method will be invoked.
In short, we may say that this callback is going to result into a function call this->onMyAwesomeEvent(e);
For CC_CALLBACK_2 onwards, we can specify additional args, 3rd arg onwards.
Coming back to the issue at hand, ListeningClass::onMyAwesomeEvent will look something like
void ListeningClass::onMyAwesomeEvent(EventCustom *e)
{
MyFantasticData *d = (MyFantasticData *) e->getUserData();
CCLOG("[ListeningClass::onMyAwesomeEvent] %d", d->getMyPreciousInt());
}
Hope it helps :)
Set your elements tags or names with setTag and setName. Then if element x is touched, get them with getChildByTag or getChildByName and do what you need to do.
With the second option you list above.
To make a node interact with another node in the scene you can add touch callback function to your custom sprite object like that:
https://github.com/Longpc/RTS/tree/master/Classes/base/dialogBase
and in main scene you can define function to handle this callback. So you can do every thing to unit in you scene

Using Cocos2d-x SEL_CallFunc

I'm trying to make a custom sprite, which could receive touch and handle the function as callback.
Okay, first step, receive the touch, easy, we can search it online everywhere.
The one I couldn't do is, I want to make it receive SOMETHING in the class the sprite is created, a function that will be called when the sprite is touched.
I was searching on internet and I think (not really sure) that SEL_Callfunc can do what I want, but I couldn't understand how this one work, so can you guys give me an example please?
For example, my custom class is BSprite, so when I create new object in HelloWorld.cpp, it should be
BSprite* sprite = BSprite::create("HelloWorld.png",HelloWorld::TouchCallback);
Thanks for reading :)
sprite->addTouchEventListener(CC_CALLBACK_0(HelloWorld::onTouchSprite, this));
void HelloWorld::onTouchSprite() {
}
Note: onTouchSprite method should not have any parameters

Button held down by code

I am writing a game and am trying to make a person move with the arrow keys.
I have this code
if (Key_Down(DIK_DOWN))
{movedown(player)}
This works but as I want the player to take four steps every time the key is pressed I created and animation loop. so the player cannot input any more move commands until the animation is over and they have taken four steps I made the code this.
if(player.move == false)
{
if (Key_Down(DIK_DOWN))
{movedown(player)}
}
The problem is that now once a button is pressed the program acts like the button is held down and the player keeps moving until another direction is pressed.
Can anyone explain what the outer loop has done to the code and fix the problem ?
it is programmed in visual c++ 2005 and direct x 9.c
Edit:
If I remove the outer loop then the button press is only registered once so I don't think it is the movedown function.
Simply keep track of the keystate in a variable. So you can reset a move counter. Something like this, combining both:
int MovingDown = 0;
...
if (!Key_Down(DIK_DOWN)) MovingDown = 0;
else if (MovingDown < 4) {
MovingDown++;
movedown(player);
}
Hard to tell without seeing more of your codebase but I would guess that you're not re-setting player.move after you've moved the player. Have you tried sticking some break poins in there to see what is being called and why?
If you remove the if(player.move == false) line does it have the same issue? ..or have you changed something elsewhere? If you could post more of your codebase like the whole movedown function and anythnig else which interacts (e.g. the animation code) it would help us help you...
[Edit] Is movedown a macro? Maybe you've got some peculiar side effect eminating from that? If not, it ought to have a semi colon after the function call.
What does KEY_DOWN return? Is that an API call? Try testing against the exact value you expect it to return?