// // BlocksLayer.cpp // RedCore // #include "BlocksLayer.h" #include "../params.h" USING_NS_CC; void BlocksLayer::setLevel(int level) { auto visibleSize = Director::getInstance()->getVisibleSize(); Vec2 center = Vec2(visibleSize.width/2, visibleSize.height/2); int count = 0, i, j; int circles_n; double p_indus = 0; double size = CORE_RADIUS*0.75; int delta = 15; // Codigo feio para gerar fases aleatorias for (i = 0; count <= level; i++) { for (j = 0; count <= level && j <= i; j++) { if (i + 1 > delta) { delta *= 1.5; size /= 1.5; i = 0; } circles_n = i + 1; p_indus = j * 0.05/delta*8.0; count++; } } CCLOG(">> %f", p_indus); this->setPosition(center); // aumentar aqui for (int i = circles_n - 1; i >= 0; i--) { auto circle = createCircle(size, i, 10, p_indus); this->addChild(circle, 9); } auto physicsBody = PhysicsBody::createCircle(CORE_RADIUS, PhysicsMaterial(0.1f, 1.0f, 0.0f)); physicsBody->setGravityEnable(false); physicsBody->setVelocity(Vec2(0,0)); physicsBody->setLinearDamping(0); physicsBody->setDynamic(false); physicsBody->setGroup(-1); physicsBody->setContactTestBitmask(0xFFFFFFFF); //physicsBody->setPositionOffset(center); auto core = DrawNode::create(); //core->drawCircle(center, CORE_RADIUS, M_PI, 30, false, Color4F(COLOR_blue)); core->drawDot(Vec2(), CORE_RADIUS, COLOR_red); core->addComponent(physicsBody); core->setTag(CORE_TAG); this->addChild(core, 40); } // on "init" you need to initialize your instance bool BlocksLayer::init() { return true; } Node* BlocksLayer::createCircle (double size, int number, int number_of_segments, double p) { auto node = Node::create(); double interna = number * size + CORE_RADIUS; double externa = (1 + number) * size + CORE_RADIUS; double* points = new double[number_of_segments+2]; for (int i = 0; i < number_of_segments; i++) { points[i] = 2.0*M_PI/number_of_segments * i; points[i] += rand_minus1_1()*0.9*M_PI/number_of_segments; } //std::sort(points, points+number_of_segments); points[number_of_segments] = points[0] + 2*M_PI; for (int i = 0; i < number_of_segments; i++) { auto seg = createSegment(interna, externa, points[i], points[i+1], p >= rand_0_1()); node->addChild(seg); } auto back = DrawNode::create(); back->drawDot(Vec2(), interna+2, Color4F(COLOR_back)); node->addChild(back, 1); auto rotate = RotateBy::create(1, rand_minus1_1()*30.0); node->runAction(RepeatForever::create(rotate)); delete [] points; return node; } Node* BlocksLayer::createSegment (double r_internal, double r_externa, double begin, double end, bool especial) { int i; double sinV, cosV, step; auto draw = DrawNode::create(); // borda begin += 1/r_externa; end -= 1/r_externa; int ns_ex_draw; // numeros de segmentos externos do desenho int ns_in_phy; // numeros de segmentos internos da fisica int ns_ex_phy; // numeros de segmentos externos do da fisica ns_ex_draw = (end - begin)*sqrt(r_externa)/1.5; ns_ex_phy = (end - begin)*sqrt(r_externa)/4.0; ns_in_phy = (end - begin)*sqrt(r_internal)/4.0; // Previne segmentos muito errados! if (ns_ex_draw < 2) ns_ex_draw = 2; if (ns_ex_phy < 2) ns_ex_phy = 2; if (ns_in_phy < 2) ns_in_phy = 2; std::vector p_ex_draw(ns_ex_draw+2); // pontos do arco para desenho p_ex_draw[ns_ex_draw+1] = Vec2(); std::vector p_physics(ns_in_phy+ns_ex_phy+2); // pontos da fisica step = (end - begin)/(double)ns_ex_draw; for (i = 0; i <= ns_ex_draw; i++) { sinV = sin(begin + step * (double) i) * r_externa; cosV = cos(begin + step * (double) i) * r_externa; p_ex_draw[i] = Vec2 (sinV, cosV); } step = (end - begin)/(double)ns_ex_phy; for (i = 0; i <= ns_ex_phy; i++) { sinV = sin(begin + step * (double) i) * r_externa; cosV = cos(begin + step * (double) i) * r_externa; p_physics[i] = Vec2 (sinV, cosV); } step = (end - begin)/(double)ns_in_phy; for (i = 0; i <= ns_in_phy; i++) { sinV = sin(begin + step * (double) i) * r_internal; cosV = cos(begin + step * (double) i) * r_internal; p_physics[ns_ex_phy - i + 1 + ns_in_phy] = Vec2 (sinV, cosV); } Color4B color; if (!especial) color = Color4B(102*(rand_0_1()/5+0.5), 217*(rand_0_1()/5+0.5), 239*(rand_0_1()/5+0.5), 255); else color = Color4B(COLOR_orange); draw->drawSolidPoly(p_ex_draw.data(), ns_ex_draw + 2, Color4F(color)); auto material = PhysicsMaterial(0.0f, 1.0f, 0.0f); auto physicsBody = PhysicsBody::createEdgePolygon(p_physics.data(), ns_in_phy+ns_ex_phy+2, material); physicsBody->setGravityEnable(false); physicsBody->setDynamic(false); physicsBody->setContactTestBitmask(0xFFFFFFFF); physicsBody->setGroup(-1); draw->addComponent(physicsBody); if (!especial) draw->setTag(BLOCK_TAG); else draw->setTag(INDESTRUCTIBLE_BLOCK_TAG); return draw; }