原理:创建精灵,图片为ball.png球,创建刚体用框架与精灵连接,通过触摸设置精灵的坐标update会实时更新坐标
HelloWorld.h 头文件
HelloWorld.h 头文件
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "tinyxml2\tinyxml2.h"
#include "cocos2d.h"
#include "Box2D\Box2D.h"
USING_NS_CC;
using namespace tinyxml2;
class HelloWorld : public cocos2d::Layer, public b2ContactListener
{
public:
b2World *world;
float deltaTime;
Sprite *ball;
float ballX; //精灵X坐标
float ballY;
//精灵Y坐标
int dragOffsetStartX; //拖动开始X坐标
int dragOffsetEndX; //拖动结束X坐标
int dragOffsetStartY; //拖动开始Y
int dragOffsetEndY; //拖动结束Y
b2Body *ballBody;
b2Body *ballBody2;
b2CircleShape ballShape;
b2BodyDef ballBodyDef;
void update(float dt);
b2Body *floorBody;
//墙体
void createBall(); //创建球
void defineBall(); //创建物理球体 方法
void connectJoint();
//关节连接
void addWall(float w, float h, float px, float py); //墙体
b2MouseJoint *m_mouseJoint;
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
void makeXML(const char *fileName);
void parseXML(const char *fileName);
bool onTouchBegan(Touch* touch, Event* event);
void onTouchMoved(Touch* touch, Event* event);
void onTouchEnded(Touch* touch, Event* event);
};
#endif // __HELLOWORLD_SCENE_H__
HelloWorld.cpp 文件
#include "HelloWorldScene.h"
#define SCALE_RATIO 32
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
b2Vec2 gravity = b2Vec2(0.0f, -10.0f);
world = new b2World(gravity);
CCSize visibleSize = CCDirector::getInstance()->getVisibleSize();
// 1 单点触摸事件监听器
EventListenerTouchOneByOne *eventTouch = EventListenerTouchOneByOne::create();
eventTouch->setSwallowTouches(true);
//设置是否想下传递触摸
// 2 绑定触摸事件
eventTouch->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this); // 触摸开始时触发
eventTouch->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this); // 触摸移动时触发
eventTouch->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this); // 触摸结束时触发
// 3 添加监听器
_eventDispatcher->addEventListenerWithSceneGraphPriority(eventTouch, this);
createBall();
//createBall(ballBody2);
//创建墙体(宽,高,X,Y)
addWall(visibleSize.width, 10, (visibleSize.width/2), visibleSize.height);
//CEILING
addWall(visibleSize.width, 10, (visibleSize.width / 2), 0);
//FLOOR
addWall(10, visibleSize.height, 0, (visibleSize.height / 2));
//LEFT
addWall(10, visibleSize.height, visibleSize.width, (visibleSize.height / 2));
//RIGHT
scheduleUpdate();
return true;
}
//创建球
void HelloWorld::createBall(){
//创建球
dragOffsetStartX = 0;
dragOffsetEndX = 0;
dragOffsetStartY = 0;
dragOffsetEndY = 0;
ballX = 500;
ballY = 200;
ball = Sprite::create("ball.png");
ball->setPosition(CCPoint(ballX, ballY));
this->addChild(ball);
//定义形状
ballShape.m_radius = 45 / SCALE_RATIO;
//定义球形形状 半径
//定义框架
b2FixtureDef ballFixture;
//球框架
ballFixture.density = 10;
//框架密度
ballFixture.friction = 1.0f;
//摩擦系数
ballFixture.restitution = 0.6f;
//恢复 回弹
ballFixture.shape = &ballShape;
//给框架定义形状
//定义刚体
ballBodyDef.type = b2_dynamicBody;
//设置为动态刚体
ballBodyDef.userData = ball;
//用户数据,ball为Sprite精灵
ballBodyDef.position.Set(ball->getPositionX() / SCALE_RATIO, ball->getPositionY() / SCALE_RATIO); //定义刚体的位置 (和精灵ball的位置相同)
//创建刚体
ballBody = world->CreateBody(&ballBodyDef); //用世界对象来创建一个物体.
ballBody->CreateFixture(&ballFixture); //为刚体设置框架 可以为刚体添加多个框架,但每一个都会导致总重量的增加
ballBody->SetGravityScale(10); //对象对环境重力的作用比例
}
//模拟物理 这里实时更新了 球体精灵触摸后的新的坐标,设置精灵的坐标后,刚体会获取精灵的坐标
void HelloWorld::update(float dt){
//这两个值通常建议设置为10,更低的迭代值会让你牺牲一些准确性,相反的为你的程序提升一部分性能。
int positionIterations = 10;
//位置迭代
int velocityIterations = 10;
//速度迭代
world->Step(dt, velocityIterations, positionIterations) ;//box2d是用step来实现动画的
//遍历世界中的物体
for (b2Body *body = world->GetBodyList(); body !=NULL; body=body->GetNext()){
if (body->GetUserData()) //获取用户数据指针,体内提供了定义。
{
CCSprite *sprite = (CCSprite *)body->GetUserData();
sprite->setPosition(ccp(body->GetPosition().x * SCALE_RATIO, body->GetPosition().y * SCALE_RATIO)); //设置精灵的位置并转换单位
sprite->setRotation(-1 * CC_RADIANS_TO_DEGREES(body->GetAngle()));
//设置节点的旋转(angle)角度 宏定义:将弧度转换成度
}
world->ClearForces();
world->DrawDebugData();
}
}
//定义墙体
void HelloWorld::addWall(float w, float h, float px, float py){
//定义形状
b2PolygonShape floorShape;
//地面多边形定义
floorShape.SetAsBox(w / SCALE_RATIO, h / SCALE_RATIO);
//长和宽为1.0f 的一半 实际要乘以2
//定义框架
b2FixtureDef floorFixture;
floorFixture.density = 10;
//密度
floorFixture.friction = 0.8f;
//摩擦系数
floorFixture.restitution = 0.3f;
//回弹
floorFixture.shape = &floorShape;
//给框架定义形状
//定义刚体
b2BodyDef floorBodyDef;
floorBodyDef.position.Set(px / SCALE_RATIO, py / SCALE_RATIO); //给刚体设置位置
//创建刚体
b2Body *floorBody = world->CreateBody(&floorBodyDef);
floorBody->CreateFixture(&floorFixture);
}
bool HelloWorld::onTouchBegan(Touch* touch, Event* event)
{
dragOffsetStartX = touch->getLocation().x;
dragOffsetStartY = touch->getLocation().y;
ballX = touch->getLocation().x;
ballY = touch->getLocation().y;
return true;
}
void HelloWorld::onTouchMoved(Touch* touch, Event* event)
{
}
void HelloWorld::onTouchEnded(Touch* touch, Event* event)
{
dragOffsetEndX = touch->getLocation().x;
dragOffsetEndY = touch->getLocation().y;
float dragDistanceX = dragOffsetStartX - dragOffsetEndX;
float dragDistanceY = dragOffsetStartY - dragOffsetEndY;
ballBody->SetLinearVelocity(b2Vec2((dragDistanceX*10) / SCALE_RATIO, (dragDistanceY*10) / SCALE_RATIO));
ball->setPosition(CCPoint(ballX, ballY));
}