public CCRotateAroundToState(CCRotateAroundTo action, CCNode target)
            : base(action, target)
        {
            DistanceAngle = action.DistanceAngle;

            Origin            = action.Origin;
            StartPosition     = target.Position;
            RotationDirection = action.RotationDirection;

            offsetX = StartPosition.X - Origin.X;
            offsetY = StartPosition.Y - Origin.Y;

            // Calculate the Starting Angle of the target in relation to the Origin in which it is to rotate

            // Math.Atan2 returns the mathematical angle which is counter-clockwise [-Math.PI, +Math.PI]
            StartAngle = CCMathHelper.ToDegrees((float)Math.Atan2(offsetY, offsetX));
            // Map value [0,360]
            StartAngle = (StartAngle + 360) % 360;


            // Now we work out how far we actually have to rotate
            DiffAngle = DistanceAngle - StartAngle;
            // Map value [0,360] and take into consideration the direction of rotation - CCW or CW
            DiffAngle = (DiffAngle + 360 * RotationDirection) % 360;

            theta = CCMathHelper.ToRadians(DiffAngle);
        }
Esempio n. 2
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        public void UpdateBodyTransform()
        {
            if (PhysicsBody != null)
            {
                b2Vec2 pos = PhysicsBody.Position;

                float x = pos.x * ptmRatio;
                float y = pos.y * ptmRatio;

                if (IgnoreAnchorPointForPosition)
                {
                    x += AnchorPointInPoints.X * ptmRatio;
                    y += AnchorPointInPoints.Y * ptmRatio;
                }

                // Make matrix
                float radians = PhysicsBody.Angle;
                if (radians != 0)
                {
                    Rotation = CCMathHelper.ToDegrees(-radians);
                }

                PositionX = x;
                PositionY = y;
            }
        }
Esempio n. 3
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        public virtual void UpdateVelocity(CCPoint point)
        {
            // Calculate distance and angle from the center.
            float dx = point.X - PositionX;
            float dy = point.Y - PositionY;

            dycache = dy;
            float dSq = dx * dx + dy * dy;

            if (dSq <= DeadRadiusSq)
            {
                Velocity      = CCPoint.Zero;
                Degrees       = 0.0f;
                StickPosition = Center;
                return;
            }

            float angle = (float)Math.Atan2(dy, dx); // in radians

            if (angle < 0)
            {
                angle += CCMathHelper.TwoPi;
            }

            float cosAngle;
            float sinAngle;

            if (isDPad)
            {
                float anglePerSector = 360.0f / CCMathHelper.ToRadians(NumberOfDirections); //  NumberOfDirections * ((float)Math.PI / 180.0f);
                angle = (float)Math.Round(angle / anglePerSector) * anglePerSector;
            }

            cosAngle = CCMathHelper.Cos(angle);
            sinAngle = CCMathHelper.Sin(angle);

            // NOTE: Velocity goes from -1.0 to 1.0.
            if (dSq > JoystickRadiusSq || isDPad)
            {
                dx = cosAngle * joystickRadius;
                dy = sinAngle * joystickRadius;
            }

            Velocity = new CCPoint(dx / joystickRadius, dy / joystickRadius);
            Degrees  = CCMathHelper.ToDegrees(angle);

            // Update the thumb's position
            var newLoc = new CCPoint(dx + ContentSize.Width / 2, dy + ContentSize.Height / 2);

            StickPosition = newLoc;
        }
Esempio n. 4
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        public void HandleInput(CCPoint touchPoint)
        {
            desiredLocation = touchPoint;

            float differenceY = touchPoint.Y - this.PositionY;
            float differenceX = touchPoint.X - this.PositionX;

            float angleInDegrees = -1 * CCMathHelper.ToDegrees(
                (float)System.Math.Atan2(differenceY, differenceX));

            var rotateAction = new CCRotateTo(0.3f, angleInDegrees);

            this.AddAction(rotateAction);

            var      moveAction   = new CCMoveTo(1f, touchPoint);
            CCAction easingAction = new CCEaseSineInOut(moveAction);

            this.AddAction(easingAction);
        }
Esempio n. 5
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        public void UpdateBodyTransform()
        {
            b2Vec2 pos = PhysBody.Position;

            float x = pos.x * App.PTM_RATIO;
            float y = pos.y * App.PTM_RATIO;

            if (IgnoreAnchorPointForPosition)
            {
                x += AnchorPointInPoints.X * App.PTM_RATIO;
                y += AnchorPointInPoints.Y * App.PTM_RATIO;
            }

            // Make matrix
            float radians = PhysBody.Angle;

            if (Math.Abs(radians) > EPSILON)
            {
                Rotation = CCMathHelper.ToDegrees(-radians);
            }

            PositionX = x;
            PositionY = y;
        }
Esempio n. 6
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        void HandleMoveCircle(CCTouch touch)
        {
            const float        timeToTake = 1.5f;      // in seconds
            CCFiniteTimeAction coreAction = null;

            // By default all actions will be added directly to the
            // root node - it has values for Position, Scale, and Rotation.
            CCNode nodeToAddTo = drawNodeRoot;

            switch (VariableOptions [currentVariableIndex])
            {
            case "Position":
                coreAction = new CCMoveTo(timeToTake, touch.Location);
                break;

            case "Scale":
                var distance     = CCPoint.Distance(touch.Location, drawNodeRoot.Position);
                var desiredScale = distance / DefaultCircleRadius;
                coreAction = new CCScaleTo(timeToTake, desiredScale);
                break;

            case "Rotation":
                float differenceY = touch.Location.Y - drawNodeRoot.PositionY;
                float differenceX = touch.Location.X - drawNodeRoot.PositionX;

                float angleInDegrees = -1 * CCMathHelper.ToDegrees(
                    (float)Math.Atan2(differenceY, differenceX));

                coreAction = new CCRotateTo(timeToTake, angleInDegrees);

                break;

            case "LineWidth":
                coreAction = new LineWidthAction(timeToTake, touch.Location.X / 40f);
                // The LineWidthAction is a special action designed to work only on
                // LineNode instances, so we have to set the nodeToAddTo to the lineNode:
                nodeToAddTo = lineNode;
                break;
            }

            CCAction easing = null;

            switch (EasingOptions [currentEasingIndex])
            {
            case "CCEaseBack":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseBackOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseBackIn(coreAction);
                }
                else
                {
                    easing = new CCEaseBackInOut(coreAction);
                }

                break;

            case "CCEaseBounce":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseBounceOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseBounceIn(coreAction);
                }
                else
                {
                    easing = new CCEaseBounceInOut(coreAction);
                }

                break;

            case "CCEaseElastic":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseElasticOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseElasticIn(coreAction);
                }
                else
                {
                    easing = new CCEaseElasticInOut(coreAction);
                }

                break;

            case "CCEaseExponential":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseExponentialOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseExponentialIn(coreAction);
                }
                else
                {
                    easing = new CCEaseExponentialInOut(coreAction);
                }

                break;

            case "CCEaseSine":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseSineOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseSineIn(coreAction);
                }
                else
                {
                    easing = new CCEaseSineInOut(coreAction);
                }

                break;
            }

            nodeToAddTo.AddAction(easing ?? coreAction);
        }
Esempio n. 7
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 public void setRotationFromVector()
 {
     _targetRotation = CCMathHelper.ToDegrees((float)Math.Atan2(-_vector.Y, _vector.X));
     //this->setTargetRotation(CC_RADIANS_TO_DEGREES( atan2(-_vector.y, _vector.x) ) );
 }
Esempio n. 8
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        private void HandleMoveCircle(CCTouch touch)
        {
            const float        timeToTake = 1.5f;      // in seconds
            CCFiniteTimeAction coreAction = null;

            CCNode nodeToAddTo = drawNodeRoot;

            switch (VariableOptions [currentVariableIndex])
            {
            case "Position":
                coreAction = new CCMoveTo(timeToTake, touch.Location);

                break;

            case "Scale":
                var distance     = CCPoint.Distance(touch.Location, drawNodeRoot.Position);
                var desiredScale = distance / DefaultCircleRadius;
                coreAction = new CCScaleTo(timeToTake, desiredScale);

                break;

            case "Rotation":
                float differenceY = touch.Location.Y - drawNodeRoot.PositionY;
                float differenceX = touch.Location.X - drawNodeRoot.PositionX;

                float angleInDegrees = -1 * CCMathHelper.ToDegrees(
                    (float)System.Math.Atan2(differenceY, differenceX));

                coreAction = new CCRotateTo(timeToTake, angleInDegrees);

                break;

            case "LineWidth":
                coreAction  = new LineWidthAction(timeToTake, touch.Location.X / 40.0f);
                nodeToAddTo = lineNode;
                break;
            }

            CCAction easing = null;

            switch (EasingOptions [currentEasingIndex])
            {
            case "<None>":
                // no easing, do nothing, it will be handled below
                break;

            case "CCEaseBack":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseBackOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseBackIn(coreAction);
                }
                else
                {
                    easing = new CCEaseBackInOut(coreAction);
                }

                break;

            case "CCEaseBounce":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseBounceOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseBounceIn(coreAction);
                }
                else
                {
                    easing = new CCEaseBounceInOut(coreAction);
                }

                break;

            case "CCEaseElastic":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseElasticOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseElasticIn(coreAction);
                }
                else
                {
                    easing = new CCEaseElasticInOut(coreAction);
                }

                break;

            case "CCEaseExponential":
                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseExponentialOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseExponentialIn(coreAction);
                }
                else
                {
                    easing = new CCEaseExponentialInOut(coreAction);
                }

                break;

            case "CCEaseSine":

                if (currentInOutIndex == 0)
                {
                    easing = new CCEaseSineOut(coreAction);
                }
                else if (currentInOutIndex == 1)
                {
                    easing = new CCEaseSineIn(coreAction);
                }
                else
                {
                    easing = new CCEaseSineInOut(coreAction);
                }

                break;
            }

            if (easing != null)
            {
                nodeToAddTo.AddAction(easing);
            }
            else
            {
                nodeToAddTo.AddAction(coreAction);
            }
        }