local MainScene = class("MainScene", function()
return display.newPhysicsScene()
end)
function MainScene:onTouch(eventType,x,y)
print("the name is---"..eventType.."--x--"..x.."--y--"..y)
if eventType=="began" then
self:createCoin(x, y)
end
end
function MainScene:ctor()
self.layer=display.newLayer():addTo(self)
self.layer:addNodeEventListener(cc.NODE_TOUCH_EVENT, function(event)
return self:onTouch(event.name,event.x,event.y)
end)
self.world=self:getPhysicsWorld()
self.world:setGravity(cc.p(0,-200))
--
local box=display.newNode()
box:setAnchorPoint(cc.p(0.5,0.5))
box:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(800,600)))
box:setPosition(cc.p(480,320))
self:addChild(box, 10)
self:getPhysicsWorld():setDebugDrawMask(true and cc.PhysicsWorld.DEBUGDRAW_ALL or cc.PhysicsWorld.DEBUGDRAW_NONE)
end
function MainScene:createCoin(x, y)
-- add sprite to scene
local coinSprite = display.newSprite("button.png")
self:addChild(coinSprite)
local coinBody = cc.PhysicsBody:createBox(coinSprite:getBoundingBox(),
cc.PhysicsMaterial(46, 0.8, 0.8))
coinBody:setMass(100)
coinSprite:setPhysicsBody(coinBody)
coinSprite:setPosition(x, y)
end
function MainScene:onEnter()
end
function MainScene:onEnterFrame(dt)
-- body
end
function MainScene:onExit()
end
return MainScene
cocos2dx 物理世界
最新推荐文章于 2022-11-16 15:30:25 发布