P2物理引擎——物理小球案例

P2物理引擎——物理小球案例

本教程为大家介绍如何利用P2物理引擎实现Egret官方物理小球的示例效果
这里写图片描述

  • 第三方库的引入
  • 创建一个P2物理项目

1. 第三方库的引入

  1. 首先新建一个项目。
  2. GitHub上下载包括P2物理引擎库的完整第三方库,解压后按照路径找到physics模块。enter image description here
  3. 将physics模块放到新建项目根目录的同级目录。
  4. 修改egretProperties.json,modules数组里增加

    {
    “name”:”physics”,
    “path”:”../physics”
    }

  5. 然后找到插件-Egret项目工具-编译引擎编译一下就成功引入P2库。
    enter image description here

2.创建一个P2物理项目

使用P2物理引擎创建物理应用的过程大致分为5个步骤:
1. 创建world世界
2. 创建shape形状
3. 创建body刚体
4. 实时调用step()函数,更新物理模拟计算
5. 基于形状、刚体,使用Egret渲染,显示物理模拟效果


接下来根据这5个步骤进行代码构建

1.打开Main.ts,首先创建world世界
//创建Word世界
private world:p2.World;
private CreateWorld(){
    this.world = new p2.World();
    //设置world为睡眠状态
    this.world.sleepMode = p2.World.BODY_SLEEPING;
    this.world.gravity = [0,1]
}

gravity是一个Vector2向量对象,表示world世界中重力加速度,默认为垂直向上的向量[0,-9.81],将gravity设置为[0,0]可以取消重力;gravity的x分量也是有意义的,将其设置为一个非0数值后,重力就会朝向量[x,y]方向。

2.创建地板Plane
//生成地板Plane
private planeBody:p2.Body;
private CreatePlane(){
    //创建一个shape形状
    let planeShape:p2.Plane = new p2.Plane();
    //创建body刚体
    this.planeBody= new p2.Body({
        //刚体类型
        type:p2.Body.STATIC,
        //刚体的位置
        position:[0,this.stage.stageHeight]
    });
    this.planeBody.angle = Math.PI;
    this.planeBody.displays = [];
    this.planeBody.addShape(planeShape);
    this.world.addBody(this.planeBody);
}

Plane相当于地面,默认面向Y轴方向。
因为这个Y轴是P2的Y轴,而不是Egret的Y轴。P2和Egret的Y轴是相反的。所以将地面翻转180度。planeBody.angle = Math.PI

3.点击创建足球或者矩形方块
private shpeBody:p2.Body;
//贴图显示对象
private display:egret.DisplayObject;
private onButtonClick(e:egret.TouchEvent) {
    if(Math.random() >0.5){
        //添加方形刚体 
        var boxShape:p2.Shape = new p2.Box({width:140 ,height:80});
        this.shpeBody = new p2.Body({ mass: 1, position: [e.stageX, e.stageY], angularVelocity: 1});
        this.shpeBody.addShape(boxShape);
        this.world.addBody(this.shpeBody);
        this. display= this.createBitmapByName("rect_png");
        this.display.width = (<p2.Box>boxShape).width 
        this.display.height = (<p2.Box>boxShape).height                
    }
    else{
        //添加圆形刚体
        var circleShape:p2.Shape = new p2.Circle({radius:60});
        this.shpeBody = new p2.Body({ mass: 1, position: [e.stageX, e.stageY]});
        this.shpeBody.addShape(circleShape);
        this.world.addBody(this.shpeBody);
        this.display = this.createBitmapByName("circle_png");
        this.display.width = (<p2.Circle>circleShape).radius * 2 
        this.display.height = (<p2.Circle>circleShape).radius * 2
    }
        this.display.anchorOffsetX = this.display.width / 2
        this.display.anchorOffsetY = this.display.height / 2;
        this.display.x = -100;
        this.display.y = -100;
        this.display.rotation = 270
        this.shpeBody.displays = [this.display];
        this.addChild(this.display);    
}

上述代码中先创建Box或者Circle形状,并通过addShape()函数,将其添加到刚体body中,最后通过world的addBody()将刚体添加到世界中,完成一个P2物理应用创建。
**注意:**Egret中加载进来的图像,其原点默认为左上角,而P2中刚体的原点处于其中心位置,如下图(盗了一张图)
enter image description here
所以需要根据刚体重心坐标偏移量(offsetX,offsetY)设置图像的anchorOffsetX ,anchorOffsetY 属性。

4.帧函数实时调用step()函数
//帧事件,步函数
private update() {
    this.world.step(2.5);
    var l = this.world.bodies.length;
    for (var i:number = 0; i < l; i++) {
        var boxBody:p2.Body = this.world.bodies[i];
        var box:egret.DisplayObject = boxBody.displays[0];
        if (box) {
            //将刚体的坐标和角度赋值给显示对象
            box.x = boxBody.position[0];
            box.y = boxBody.position[1];
            box.rotation = boxBody.angle * 180 / Math.PI;
            //如果刚体当前状态为睡眠状态,将图片alpha设为0.5,否则为1
            if (boxBody.sleepState == p2.Body.SLEEPING) {
                box.alpha = 0.5;
            }
            else {
                box.alpha = 1;
            }
        }
    }
}

world中所有的刚体都保存在属性bodies数组中,通过数组的foreach()方法,可以遍历其中的每一个body,然后拿到body的显示对象,再将刚体的坐标和角度属性赋值给显示对象,实时更新即可。

5.在createGameScene()中依次调用
protected createGameScene(): void {
    let img:egret.Bitmap = new egret.Bitmap();
    img = this.createBitmapByName("bg_jpg");
    img.width = this.stage.stageWidth;
    img.height = this.stage.stageHeight;
    this.addChild(img);
    this.CreateWorld();
    this.CreatePlane();

    this.addEventListener(egret.Event.ENTER_FRAME,this.update,this);
    this.stage.addEventListener(egret.TouchEvent.TOUCH_BEGIN,this.onButtonClick,this);
}

最后贴上所有代码

class Main extends eui.UILayer {
    protected createChildren(): void {
        super.createChildren();

        egret.lifecycle.addLifecycleListener((context) => {
            // custom lifecycle plugin
        })

        egret.lifecycle.onPause = () => {
            egret.ticker.pause();
        }

        egret.lifecycle.onResume = () => {
            egret.ticker.resume();
        }

        //inject the custom material parser
        //注入自定义的素材解析器
        let assetAdapter = new AssetAdapter();
        egret.registerImplementation("eui.IAssetAdapter", assetAdapter);
        egret.registerImplementation("eui.IThemeAdapter", new ThemeAdapter());


        this.runGame().catch(e => {
            console.log(e);
        })
    }

    private async runGame() {
        await this.loadResource()
        this.createGameScene();
        const result = await RES.getResAsync("description_json")
        await platform.login();
        const userInfo = await platform.getUserInfo();
        console.log(userInfo);

    }

    private async loadResource() {
        try {
            const loadingView = new LoadingUI();
            this.stage.addChild(loadingView);
            await RES.loadConfig("resource/default.res.json", "resource/");
            await this.loadTheme();
            await RES.loadGroup("preload", 0, loadingView);
            this.stage.removeChild(loadingView);
        }
        catch (e) {
            console.error(e);
        }
    }

    private loadTheme() {
        return new Promise((resolve, reject) => {
            // load skin theme configuration file, you can manually modify the file. And replace the default skin.
            //加载皮肤主题配置文件,可以手动修改这个文件。替换默认皮肤。
            let theme = new eui.Theme("resource/default.thm.json", this.stage);
            theme.addEventListener(eui.UIEvent.COMPLETE, () => {
                resolve();
            }, this);

        })
    }

    private textfield: egret.TextField;
    /**
     * 创建场景界面
     * Create scene interface
     */
    protected createGameScene(): void {
        let img:egret.Bitmap = new egret.Bitmap();
        img = this.createBitmapByName("bg_jpg");
        img.width = this.stage.stageWidth;
        img.height = this.stage.stageHeight;
        this.addChild(img);
        this.CreateWorld();
        this.CreatePlane();

        this.addEventListener(egret.Event.ENTER_FRAME,this.update,this);
        this.stage.addEventListener(egret.TouchEvent.TOUCH_BEGIN,this.onButtonClick,this);
    }

    //创建Word世界
    private world:p2.World;
    private CreateWorld(){
        this.world = new p2.World();
        this.world.sleepMode = p2.World.BODY_SLEEPING;
        this.world.gravity = [0,10]
    }

    //生成地板Plane
    private planeBody:p2.Body;
    private CreatePlane(){
        let planeShape:p2.Plane = new p2.Plane();
        this.planeBody= new p2.Body({
            type:p2.Body.STATIC,
            position:[0,this.stage.stageHeight],
        });
        this.planeBody.angle = Math.PI;
        this.planeBody.displays = [];
        this.planeBody.addShape(planeShape);
        this.world.addBody(this.planeBody);
    }


    private shpeBody:p2.Body;
    private display:egret.DisplayObject;
    private onButtonClick(e:egret.TouchEvent) {
        if(Math.random() >0.5){
            //添加方形刚体 
            var boxShape:p2.Shape = new p2.Box({width:140 ,height:80});
            this.shpeBody = new p2.Body({ mass: 1, position: [e.stageX, e.stageY], angularVelocity: 1});
            this.shpeBody.addShape(boxShape);
            this.world.addBody(this.shpeBody);
            this. display= this.createBitmapByName("rect_png");
            this.display.width = (<p2.Box>boxShape).width 
            this.display.height = (<p2.Box>boxShape).height     
            console.log(e.stageX,e.stageY);

        }
        else{
            //添加圆形刚体
            var circleShape:p2.Shape = new p2.Circle({radius:60});
            this.shpeBody = new p2.Body({ mass: 1, position: [e.stageX, e.stageY]});
            this.shpeBody.addShape(circleShape);
            this.world.addBody(this.shpeBody);
            this.display = this.createBitmapByName("circle_png");
            this.display.width = (<p2.Circle>circleShape).radius * 2 
            this.display.height = (<p2.Circle>circleShape).radius * 2
        }
            this.display.anchorOffsetX = this.display.width / 2
            this.display.anchorOffsetY = this.display.height / 2;
            this.display.x = -100;
            this.display.y = -100;
            this.display.rotation = 270
            this.shpeBody.displays = [this.display];
            this.addChild(this.display);  


    }

    //帧事件,步函数
    private update() {
        this.world.step(1);
        var l = this.world.bodies.length;
        for (var i:number = 0; i < l; i++) {
            var boxBody:p2.Body = this.world.bodies[i];
            var box:egret.DisplayObject = boxBody.displays[0];
            if (box) {
                box.x = boxBody.position[0];
                box.y = boxBody.position[1];
                //这里刷新图片旋转
                box.rotation = boxBody.angle * 180 / Math.PI;
                if (boxBody.sleepState == p2.Body.SLEEPING) {
                    box.alpha = 0.5;
                }
                else {
                    box.alpha = 1;
                }
            }
        }
    }

    /**
     * 根据name关键字创建一个Bitmap对象。name属性请参考resources/resource.json配置文件的内容。
     */
    private createBitmapByName(name:string):egret.Bitmap {
        var result:egret.Bitmap = new egret.Bitmap();
        var texture:egret.Texture = RES.getRes(name);
        result.texture = texture;
        return result;

    }
}

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