[b][size=large]1.PolygonShape [/size][/b]
PolygonShape box = PolygonShape.make();
box.setAsBox(0,0); //宽一半,高一半
[b][size=large]2.FixtureDef[/size][/b]
FixtureDef fd = FixtureDef.make();
fd.setShape(box);
fd.setRestitution(1.0f);
fd.setFriction(0.0f);
fd.setDesity(1.0f);
m_bodies[i].createFixture(fd);
[b][size=large]3.MWSprite[/size][/b]
MWSprite hint = MWSprite.make(R.raw.vinew,3,text);
hint.setUnitZnterval(0.02f);
addchild(hint);
hint.tick(delta);
[b][size=large]4.World[/size][/b]
World mWorld;
mWorld.step(1.0f/60.0f,10,10); //步长,速率计数,位置计数
mWorld.clearForces();
mStepCount
PolygonShape box = PolygonShape.make();
box.setAsBox(0,0); //宽一半,高一半
[b][size=large]2.FixtureDef[/size][/b]
FixtureDef fd = FixtureDef.make();
fd.setShape(box);
fd.setRestitution(1.0f);
fd.setFriction(0.0f);
fd.setDesity(1.0f);
m_bodies[i].createFixture(fd);
[b][size=large]3.MWSprite[/size][/b]
MWSprite hint = MWSprite.make(R.raw.vinew,3,text);
hint.setUnitZnterval(0.02f);
addchild(hint);
hint.tick(delta);
[b][size=large]4.World[/size][/b]
World mWorld;
mWorld.step(1.0f/60.0f,10,10); //步长,速率计数,位置计数
mWorld.clearForces();
mStepCount