333 lines
9.8 KiB
C++
333 lines
9.8 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "MainScene.h"
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using namespace ax;
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static int s_sceneID = 1000;
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// Print useful error message instead of segfaulting when files are not there.
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static void problemLoading(const char* filename)
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{
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printf("Error while loading: %s\n", filename);
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printf(
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"Depending on how you compiled you might have to add 'Content/' in front of filenames in "
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"MainScene.cpp\n");
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}
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// on "init" you need to initialize your instance
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bool MainScene::init()
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{
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//////////////////////////////
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// 1. super init first
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if (!Scene::init())
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{
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return false;
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}
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auto visibleSize = _director->getVisibleSize();
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auto origin = _director->getVisibleOrigin();
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auto safeArea = _director->getSafeAreaRect();
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// 2. Add a menu item with "X" image, which is clicked to quit the program
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auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png",
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AX_CALLBACK_1(MainScene::menuCloseCallback, this));
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if (closeItem != nullptr)
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{
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float x = origin.x + visibleSize.width - closeItem->getContentSize().width / 2;
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float y = origin.y + closeItem->getContentSize().height / 2;
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closeItem->setPosition(Vec2(x, y));
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}
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auto menu = Menu::create(closeItem, NULL);
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menu->setPosition(Vec2::ZERO);
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this->addChild(menu, 1);
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/////////////////////////////
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// 3. 3D Setup
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// Grid settings
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const int gridSize = 10;
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const float cubeDim = 1.0f;
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const float spacing = 0.1f;
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const float step = cubeDim + spacing;
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// Calculate center of the grid
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// Grid goes from 0 to (gridSize-1)*step
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float gridWidth = (gridSize - 1) * step;
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Vec3 gridCenter(gridWidth / 2.0f, 0.0f, gridWidth / 2.0f);
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// Create 10x10 cubes using MeshRenderer and the generated cube.obj
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for (int i = 0; i < gridSize; ++i)
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{
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for (int j = 0; j < gridSize; ++j)
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{
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auto cube = MeshRenderer::create("cube.obj");
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if (cube)
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{
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cube->setPosition3D(Vec3(i * step, 0.0f, j * step));
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cube->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(cube);
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}
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}
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}
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// Setup Camera for Quarter View (Isometric-like)
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_camera3D = Camera::createPerspective(60.0f, visibleSize.width / visibleSize.height, 0.1f, 1000.0f);
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_camera3D->setCameraFlag(CameraFlag::USER1);
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// Initial camera position setup
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_targetPos = gridCenter;
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_pitch = 45.0f;
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_yaw = 45.0f;
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_distance = 25.0f;
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updateCameraPosition();
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this->addChild(_camera3D);
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// Mouse Listener
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_mouseListener = EventListenerMouse::create();
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_mouseListener->onMouseMove = AX_CALLBACK_1(MainScene::onMouseMove, this);
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_mouseListener->onMouseUp = AX_CALLBACK_1(MainScene::onMouseUp, this);
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_mouseListener->onMouseDown = AX_CALLBACK_1(MainScene::onMouseDown, this);
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_mouseListener->onMouseScroll = AX_CALLBACK_1(MainScene::onMouseScroll, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);
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// Disable the default 2D camera for these 3D objects by using CameraFlag::USER1
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// The label and menu will use the default camera (CameraFlag::DEFAULT)
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// Add a label for confirmation
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auto label = Label::createWithTTF("10x10 Cube Grid", "fonts/Marker Felt.ttf", 24);
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if (label)
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{
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label->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - 30));
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this->addChild(label, 1);
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}
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scheduleUpdate();
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return true;
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}
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void MainScene::onTouchesBegan(const std::vector<ax::Touch*>& touches, ax::Event* event)
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{
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for (auto&& t : touches)
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{
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// AXLOGD("onTouchesBegan detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y);
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}
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}
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void MainScene::onTouchesMoved(const std::vector<ax::Touch*>& touches, ax::Event* event)
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{
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for (auto&& t : touches)
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{
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// AXLOGD("onTouchesMoved detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y);
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}
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}
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void MainScene::onTouchesEnded(const std::vector<ax::Touch*>& touches, ax::Event* event)
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{
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for (auto&& t : touches)
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{
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// AXLOGD("onTouchesEnded detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y);
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}
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}
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bool MainScene::onMouseDown(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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if (e->getMouseButton() == EventMouse::MouseButton::BUTTON_LEFT)
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{
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_isMouseDown = true;
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_lastMousePos = e->getLocationInView();
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}
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return true;
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}
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bool MainScene::onMouseUp(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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if (e->getMouseButton() == EventMouse::MouseButton::BUTTON_LEFT)
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{
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_isMouseDown = false;
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}
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return true;
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}
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bool MainScene::onMouseMove(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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Vec2 currentPos = e->getLocationInView();
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if (_isMouseDown)
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{
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Vec2 delta = currentPos - _lastMousePos;
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float sensitivity = 0.15f; // 감도 조절 (기존 0.5f에서 하향)
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_yaw += delta.x * sensitivity;
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_pitch += delta.y * sensitivity; // 마우스 이동 방향에 맞춰 상하 각도 변경
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// Clamp pitch to avoid flipping (수직 방향 각도 제한)
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_pitch = std::clamp(_pitch, 10.0f, 85.0f);
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updateCameraPosition();
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}
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_lastMousePos = currentPos;
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return true;
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}
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bool MainScene::onMouseScroll(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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float zoomSensitivity = 0.5f; // 줌 감도 조절
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_distance -= e->getScrollY() * zoomSensitivity;
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// Clamp distance
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_distance = std::clamp(_distance, 5.0f, 100.0f);
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updateCameraPosition();
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return true;
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}
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void MainScene::updateCameraPosition()
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{
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if (!_camera3D) return;
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// Convert spherical coordinates to Cartesian
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float pitchRad = AX_DEGREES_TO_RADIANS(_pitch);
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float yawRad = AX_DEGREES_TO_RADIANS(_yaw);
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float x = _distance * cosf(pitchRad) * cosf(yawRad);
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float y = _distance * sinf(pitchRad);
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float z = _distance * cosf(pitchRad) * sinf(yawRad);
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_camera3D->setPosition3D(_targetPos + Vec3(x, y, z));
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_camera3D->lookAt(_targetPos, Vec3(0, 1, 0));
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}
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void MainScene::onKeyPressed(EventKeyboard::KeyCode code, Event* event)
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{
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AXLOGD("Scene: #{} onKeyPressed, keycode: {}", _sceneID, static_cast<int>(code));
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}
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void MainScene::onKeyReleased(EventKeyboard::KeyCode code, Event* event)
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{
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AXLOGD("onKeyReleased, keycode: {}", static_cast<int>(code));
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}
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void MainScene::update(float delta)
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{
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switch (_gameState)
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{
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case GameState::init:
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{
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_gameState = GameState::update;
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break;
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}
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case GameState::update:
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{
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/////////////////////////////
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// Add your codes below...like....
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//
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// UpdateJoyStick();
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// UpdatePlayer();
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// UpdatePhysics();
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// ...
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break;
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}
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case GameState::pause:
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{
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/////////////////////////////
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// Add your codes below...like....
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//
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// anyPauseStuff()
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break;
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}
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case GameState::menu1:
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// UpdateMenu1();
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break;
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}
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case GameState::menu2:
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// UpdateMenu2();
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break;
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}
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case GameState::end:
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// CleanUpMyCrap();
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menuCloseCallback(this);
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break;
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}
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} // switch
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}
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void MainScene::menuCloseCallback(ax::Object* sender)
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{
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// Close the axmol game scene and quit the application
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_director->end();
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/*To navigate back to native iOS screen(if present) without quitting the application ,do not use
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* _director->end() as given above,instead trigger a custom event created in RootViewController.mm
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* as below*/
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// EventCustom customEndEvent("game_scene_close_event");
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//_eventDispatcher->dispatchEvent(&customEndEvent);
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}
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MainScene::MainScene()
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{
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_sceneID = ++s_sceneID;
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AXLOGD("Scene: ctor: #{}", _sceneID);
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}
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MainScene::~MainScene()
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{
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AXLOGD("~Scene: dtor: #{}", _sceneID);
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if (_touchListener)
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_eventDispatcher->removeEventListener(_touchListener);
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if (_keyboardListener)
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_eventDispatcher->removeEventListener(_keyboardListener);
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if (_mouseListener)
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_eventDispatcher->removeEventListener(_mouseListener);
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_sceneID = -1;
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}
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