一、环境:
cocos2d-x 3.0
PhysicsEditor 1.0.10
二、cocos2d-x 3.0 篇:
从cocos2d-x 3.0 可以在scene 中直接添加物理世界后,开发物理效果的2d游戏相对轻松多了。可是编辑多边形的body 就成了问题,之前-x 2.x 版的PE loader 没有目前 CCPhysicsBody 的封装。本人就参考 之前的-x 2.x 版的loader 写了一个-x 3.x 版的PE laoder ,加载 chipmunk shapes ,并根据图片名 获得CCPhysicsBody。
测试代码如下:
#include "HelloWorldScene.h"
#include "VisibleRect.h"
#include "ResourcesPath.h"
#include "PEShapeCache_X3_0.h"
USING_NS_CC;
static const int DRAG_BODYS_TAG = 0x79;
static const int DRAG_BODYS_TAG_Y = 0x80;
static const int DRAG_BODYS_TAG1 = 0x81;
Scene *HelloWorld::createScene()
{
auto scene = Scene::createWithPhysics();
auto layer = HelloWorld::create();
scene->addChild(layer);
// Device::setAccelerometerEnabled(true);
return scene;
}
void HelloWorld::onEnter()
{
Layer::onEnter();
//初始化父节点
_scene = dynamic_cast<Scene *>(this->getParent());
//注册触摸监听器
auto touchListener = EventListenerTouchOneByOne::create();
touchListener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
touchListener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this);
touchListener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
// auto accListener = EventListenerAcceleration::create(CC_CALLBACK_2(HelloWorld::onAcceleration, this));初始一个重力感应监听
// _eventDispatcher->addEventListenerWithSceneGraphPriority(accListener, this);注册重力感应监听
//设置物理世界
_scene->getPhysicsWorld()->setGravity(Vect(0, 0)); //设置重力
_scene->getPhysicsWorld()->setSpeed(1.0f); //物理世界速度 速度越快刚体越快
_scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); //绘制调试绘制
//添加拼图模板图片
auto bg = Sprite::create(shizi_di_png);
bg->setPosition(VisibleRect::center());
this->addChild(bg);
PEShapeCache::getInstance()->addBodysWithFile(buttonsbodys_plist);
this->addPhysicsSprite();
}
void HelloWorld::addPhysicsSprite()
{
// _scene->getPhysicsWorld()->setUpdateRate(5.0f);
// wall 添加物理边境
Size size = VisibleRect::getVisibleRect().size;
auto wall = Node::create();
//给节点添加静态矩形刚体(PhysicsBody)并带材质(PhysicsMaterial)
wall->setPhysicsBody(PhysicsBody::createEdgeBox(Size(size.width - 5, size.height - 5), PhysicsMaterial(0.1f, 1.0f, 1.0f)));
// wall->getPhysicsBody()->setDynamic(false);//设置为静态刚体(Edge
// wall->getPhysicsBody()->setEnable(false);
wall->getPhysicsBody()->setGroup(1); //组编号
/**一个body的CategoryBitmask和另一个body的ContactTestBitmask的逻辑与的结果不等于0时,接触事件将被发出,否则不发送。
*一个body的CategoryBitmask和另一个body的CollisionBitmask的逻辑与结果不等于0时,他们将碰撞,否则不碰撞
*/
// wall->getPhysicsBody()->setCategoryBitmask(0x03);// 0011 碰撞系数编号
// wall->getPhysicsBody()->setContactTestBitmask(0x03);// 0001 碰撞检测编号
// wall->getPhysicsBody()->setCollisionBitmask(0x01);// 0001 碰撞编号
wall->setPosition(VisibleRect::center()); //位置可见区域中心
this->addChild(wall);
//多纳的头
auto tou = Sprite::create(shizi_tou_png);
// tou->setPhysicsBody(PhysicsBody::createCircle(271, PhysicsMaterial(1000.1f, 0.0f, 1.0f)));//添加半径为271动态圆形刚体 并赋予材质密度1000.1f 反弹力0.0f 摩擦力1.0f
auto toubody = PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_tou");
tou->setPhysicsBody(toubody);
tou->getPhysicsBody()->setTag(DRAG_BODYS_TAG);//给刚体设置标签
tou->getPhysicsBody()->setMass(0.1);//刚体设置质量
tou->getPhysicsBody()->setGroup(2);//刚体组编号
tou->getPhysicsBody()->setCategoryBitmask(0x01); // 0001
tou->getPhysicsBody()->setContactTestBitmask(0x01); // 0001
tou->getPhysicsBody()->setCollisionBitmask(0x01); // 0001
// tou->getPhysicsBody()->setDynamic(false); 动态刚体是可以设置为静态
tou->getPhysicsBody()->setRotationEnable(false); //设置不可旋转刚体 碰撞后也不会旋转刚体
// tou->getPhysicsBody()->setGravityEnable(false);//设置是否接受重力影响
tou->getPhysicsBody()->setLinearDamping(3.0f); //设置线性阻尼系数 理论是0-1 但是可以大于1 值越大惯性越小
this->addChild(tou);
tou->setPosition(VisibleRect::center());
auto touyingzi = Node::create();
touyingzi->setPhysicsBody(PhysicsBody::createCircle(271, PhysicsMaterial(1000.1f, 0.0f, 1.0f)));
touyingzi->getPhysicsBody()->setTag(DRAG_BODYS_TAG_Y);
//多纳的身子
//PhysicsShapePolygon 是通过点数组来构建不规则的凸多边形;用工具PhysicsEditor 编辑shap 让后导出Chipmunk 格式的plist 中的数据 注:PhysicsEditor Relative为锚点Anchor 设置为cocos默认值(0.5,0.5)才行 ,
auto shengzi = Sprite::create(shizi_shenzi_png);
// auto shengzibody = PhysicsBody::create();
// Point vert1[3] = {Point(109.50000, 71.00000), Point(14.00000, 77.00000), Point(117.50000, 147.00000)};
// shengzibody->addShape(PhysicsShapePolygon::create(vert1, 3, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
// Point vert2[6] = {Point(-130.50000, -154.00000), Point(-120.50000, 46.00000), Point(-67.50000, 102.00000), Point(14.00000, 77.00000), Point(-4.00000, -93.00000), Point(-63.00000, -178.50000)};
// shengzibody->addShape(PhysicsShapePolygon::create(vert2, 6, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
// Point vert3[6] = {Point(138.50000, 18.00000), Point(110.50000, -177.00000), Point(51.50000, -175.00000), Point(-4.00000, -93.00000), Point(14.00000, 77.00000), Point(109.50000, 71.00000)};
// shengzibody->addShape(PhysicsShapePolygon::create(vert3, 6, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
// Point vert4[4] = {Point(-67.50000, 102.00000), Point(-55.00000, 172.50000), Point(-54.00000, 172.50000), Point(14.00000, 77.00000)};
// shengzibody->addShape(PhysicsShapePolygon::create(vert4, 4, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
auto shengzibody = PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_shenzi");
shengzi->setPhysicsBody(shengzibody);
shengzibody->setTag(DRAG_BODYS_TAG1);
shengzibody->setRotationEnable(false);
shengzibody->setGroup(2);
shengzibody->setMass(0.1);
shengzibody->setCategoryBitmask(0x02); //0010
shengzibody->setContactTestBitmask(0x02); //0010
shengzibody->setCollisionBitmask(0x02); //0010
shengzibody->setLinearDamping(3.0f);
this->addChild(shengzi);
shengzi->setPosition(VisibleRect::bottom() - Point(0, -300));
// auto contactListener = EventListenerPhysicsContactWithBodies::create(tou->getPhysicsBody(), shengzi->getPhysicsBody());
// contactListener->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this);
// _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
//多纳的头
auto b1 = Sprite::create(shizi_youshou_png);
b1->setPhysicsBody(PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_youshou"));
b1->setPosition(VisibleRect::center()+Point(300,0));
b1->getPhysicsBody()->setTag(1);
b1->getPhysicsBody()->setRotationEnable(false);
this->addChild(b1);
auto b2 = Sprite::create(shizi_zuoshou_png);
b2->setPhysicsBody(PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_zuoshou"));
b2->setPosition(VisibleRect::center()-Point(300,0));
b2->getPhysicsBody()->setRotationEnable(false);
b2->getPhysicsBody()->setTag(1);
this->addChild(b2);
// LabelTTF
auto label2 = LabelTTF::create("多纳小狮子爱学习", "Arial", 64);
label2->setPhysicsBody(PhysicsBody::createBox(label2->getBoundingBox().size, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
label2->getPhysicsBody()->setTag(1);
// label2->getPhysicsBody()->setRotationEnable(false);
label2->setPosition(VisibleRect::center()+Point(0,300));
addChild(label2, 0);
PEShapeCache::getInstance()->removeBodysWithWithFile(buttonsbodys_plist);
//注册碰撞检测监听
auto contactListener1 = EventListenerPhysicsContact::create();
contactListener1->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this);
contactListener1->onContactPostSolve = CC_CALLBACK_2(HelloWorld::onContactPostSolve, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener1, this);
}
void HelloWorld::onContactPostSolve(PhysicsContact &contact, const PhysicsContactPostSolve &solve)
{
CCLOG("%s", "################## onContactPostSolve");
}
bool HelloWorld::onContactBegin(PhysicsContact &contact)
{
CCLOG("%s", "################## onContactBegin");
return true; // contact.getContactData()->normal.y < 0;
}
void HelloWorld::onAcceleration(Acceleration *acc, Event *event)
{
static float prevX = 0, prevY = 0;
#define kFilterFactor 0.05f
float accelX = (float)acc->x * kFilterFactor + (1 - kFilterFactor) * prevX;
float accelY = (float)acc->y * kFilterFactor + (1 - kFilterFactor) * prevY;
prevX = accelX;
prevY = accelY;
auto v = Point(accelX, accelY);
v = v * 200;
if (_scene != nullptr)
{
_scene->getPhysicsWorld()->setGravity(v);
}
}
bool HelloWorld::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *event)
{
CCLOG("%s", "touch");
auto location = touch->getLocation();
auto arr = _scene->getPhysicsWorld()->getShapes(location);//从物理世界得到多边形
PhysicsBody *body = nullptr;
for (auto &obj : arr)
{
if ((obj->getBody()->getTag() & DRAG_BODYS_TAG) != 0) //得到刚体
{
body = obj->getBody();
break;
}
}
if (body != nullptr)
{
//创建一个刚体
Node *mouse = Node::create();
mouse->setPhysicsBody(PhysicsBody::create(PHYSICS_INFINITY, PHYSICS_INFINITY));
mouse->getPhysicsBody()->setDynamic(false);
mouse->setPosition(location);
this->addChild(mouse);
body->setLinearDamping(0.0f);
//用图钉关节与点中刚体绑定 赋予力 可以拖动
PhysicsJointPin *joint = PhysicsJointPin::construct(mouse->getPhysicsBody(), body, location);
joint->setMaxForce(5000.0f * body->getMass());
_scene->getPhysicsWorld()->addJoint(joint);
_mouses.insert(std::make_pair(touch->getID(), mouse));
return true;
}
return false;
}
void HelloWorld::onTouchMoved(Touch *touch, Event *event)
{
auto it = _mouses.find(touch->getID());
if (it != _mouses.end())
{
it->second->setPosition(touch->getLocation());
}
}
void HelloWorld::onTouchEnded(Touch *touch, Event *event)
{
auto it = _mouses.find(touch->getID());
if (it != _mouses.end())
{
this->removeChild(it->second);
_mouses.erase(it);
}
//增加摩擦阻尼 减小惯性
PhysicsBody *body = _scene->getPhysicsWorld()->getBody(DRAG_BODYS_TAG);
if (body != nullptr)
{
body->setLinearDamping(2.5f);
}
PhysicsBody *body1 = _scene->getPhysicsWorld()->getBody(DRAG_BODYS_TAG1);
if (body1 != nullptr)
{
body1->setLinearDamping(2.5f);
}
}
void HelloWorld::menuCloseCallback(Ref *pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.", "Alert");
return;
#endif
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
效果如下:
三、demo 和 库下载
Github 传送门:https://github.com/baibai2013/PhysicsEditor-Loader-for-cocos2d-x-3.0