上一篇的cocos2dx游戏制作,在做素材优化和想把AI的FSM改为简单的状态&行为树,还有代码的优化
从刚开始什么都不懂写了一堆自己都看不下去的代码--比如把所有控制写在一个层超级臃肿,到稍微了解了下设计,大幅优化和观察者模式的引入.先坑下.
这篇是Box2d的测试,结果是实验了类似愤怒小鸟的抛物运动,并有留下轨迹,第二次抛蓄力的时候会显示当前轨迹和前一次的轨迹.
每一次按下会把球放在当前坐标,蓄力不会移动球,这些小改下就可以用了.几乎每句都有注释,应该不需要解释了
GameLayer.h
#ifndef _GAME_LAYER_H_
#define _GAME_LAYER_H_
#include "cocos2d.h"
#include <Box2D/Box2D.h>
USING_NS_CC;
#define SCALE_RATIO 32.0
class GameLayer : public Layer , public b2ContactListener
{
public:
GameLayer();
~GameLayer();
virtual bool init();
bool onTouchBegan(Touch* touch, Event* event);
void onTouchMoved(Touch* touch, Event* event);
void onTouchEnded(Touch* touch, Event* event);
Sprite *ball;
bool existBall;
float ballX;
float ballY;
Vec2 dragOffsetStart;
Vec2 dragOffsetEnd;
Vec2 face;
b2Body *ballBody;
b2CircleShape ballShape;
b2BodyDef ballBodyDef;
void defineBall();
b2World *world;
float deltaTime;
void addWall(float w,float h,float px,float py);
CREATE_FUNC(GameLayer);
void simulateTrajectory(b2Vec2 coord);
private:
void update(float dt);
Sprite *points[10];
Sprite *propoints[10];
float powerMultiplier;
};
#endif
GameLayer.cpp
#include "GameLayer.h"
GameLayer::GameLayer()
{
}
GameLayer::~GameLayer()
{
}
bool GameLayer::init()
{
bool ret = false;
do {
CC_BREAK_IF( !Layer::init());
auto visibleSize = Director::getInstance()->getVisibleSize();
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
existBall= false;
ballX = 100;
ballY = 100;
ball =Sprite::create("ball.png");
ball->setPosition(Vec2(ballX,ballY));
this->addChild(ball);
b2Vec2 gravity = b2Vec2(0.0f, -10.0f);
world = new b2World(gravity);
addWall(visibleSize.width ,10,visibleSize.width/2,visibleSize.height);//TOP
addWall(visibleSize.width ,10,(visibleSize.width / 2) ,0); //CEIL
addWall(10 ,visibleSize.height ,0,(visibleSize.height / 2) ); //LEFT
addWall(10 ,visibleSize.height ,visibleSize.width,(visibleSize.height / 2) ); //RIGHT
for (int i = 0 ; i <10; i++)
{
points[i] =Sprite::create("dot.png");
this->addChild(points[i]);
propoints[i] =Sprite::create("prodot.png");
this->addChild(propoints[i]);
}
powerMultiplier=10;
this->scheduleUpdate();
ret = true;
} while(0);
return ret;
}
void GameLayer::update(float dt)
{
int positionIterations = 10; //位置迭代
int velocityIterations = 10;//速度迭代
deltaTime = dt;//帧时间
world->Step(dt, velocityIterations, positionIterations);
for (b2Body *body = world->GetBodyList(); body != NULL; body = body->GetNext()) //所有的body实体
if (body->GetUserData()) //存在绑定的精灵
{
Sprite *sprite = (Sprite *) body->GetUserData();
sprite->setPosition(Vec2(body->GetPosition().x * SCALE_RATIO,body->GetPosition().y * SCALE_RATIO)); //将其从b2Body坐标转换至Vec2坐标
sprite->setRotation(-1 * CC_RADIANS_TO_DEGREES(body->GetAngle())); //逆时针滚动
}
world->ClearForces();//如果不取消上一个力将继续存在,导致此次状态不作为继续滚
world->DrawDebugData();
}
bool GameLayer::onTouchBegan(Touch* touch, Event* event)
{
dragOffsetStart = touch->getLocation();
if (existBall)//若是存在上一个实体球,删除它
{
world->DestroyBody(ballBody);
}
ball->setPosition(dragOffsetStart);//将ball这个精灵设置到当前坐标
//清除原来的球的轨迹
return true;
}
void GameLayer::onTouchMoved(Touch* touch, Event* event)
{
dragOffsetEnd = touch->getLocation();
float distance = dragOffsetStart.getDistance(dragOffsetEnd);
Vec2 direction = (dragOffsetStart - dragOffsetEnd).getNormalized();
face = (distance*direction)*powerMultiplier/SCALE_RATIO;//获得与初始坐标相反的向量,弹弓的反向力
GameLayer::simulateTrajectory(b2Vec2(face.x,face.y));//模拟轨迹
}
void GameLayer::onTouchEnded(Touch* touch, Event* event)
{
existBall = true;
GameLayer::defineBall();
ballBody->SetLinearVelocity(b2Vec2(face.x,face.y));
//这个实体球存在,设定属性,设置线速度
face = Vec2::ZERO;
//不清除,下一次按下按键不移动也会飞
for (int i = 0; i < 10; i++)
{
propoints[i]->setPosition(points[i]->getPosition());
points[i]->setVisible(false);
propoints[i]->setVisible(true);
}
}
void GameLayer::defineBall() {
//设置球轨迹
ballShape.m_radius = 45 / SCALE_RATIO;//这个实体的半径
b2FixtureDef ballFixture;//固定的设备
ballFixture.density=10;//密度
ballFixture.friction=0.8f;//摩擦
ballFixture.restitution=0.6f;//恢复原状
ballFixture.shape=&ballShape;//塑性--这个东西的形状,半径为45/像素格子大小的一个球
ballBodyDef.type= b2_dynamicBody;//刚体的类型,在这里设置为动态物体
ballBodyDef.userData=ball;//映射body为ball,就是将这个物理实体绑定其那个ball精灵
ballBodyDef.position.Set(ball->getPosition().x/SCALE_RATIO,ball->getPosition().y/SCALE_RATIO);
//坐标设定,由于box2d中的单位是米,实际上是/PIXEL_TO_METER是一个比例尺,用来描述多少个像素对应1米,这里/SCALE_RATIO表示对应32个像素
ballBody = world->CreateBody(&ballBodyDef);//世界创建这个ballbody
ballBody->CreateFixture(&ballFixture);//创建设备
ballBody->SetGravityScale(10);//设置重力规模,这个实体受重力影响
}
void GameLayer::addWall(float w,float h,float px,float py) {
//宽,高,X坐标,Y坐标
b2PolygonShape floorShape;//多边形
floorShape.SetAsBox(w/ SCALE_RATIO,h/ SCALE_RATIO);//设为一个BOX
b2FixtureDef floorFixture;
floorFixture.density=0;
floorFixture.friction=10;
floorFixture.restitution=0.5;
floorFixture.shape=&floorShape;//以上设定这个的物理属性
b2BodyDef floorBodyDef;
floorBodyDef.position.Set(px/ SCALE_RATIO,py/ SCALE_RATIO);//放置坐标
b2Body *floorBody = world->CreateBody(&floorBodyDef);
floorBody->CreateFixture(&floorFixture);
//通过定义一个多边形确定了一个区域作为墙,没有绑定精灵图片所以是透明,如果绑定某燃烧火焰anmiation的话可以做成火墙等...
}
void GameLayer::simulateTrajectory(b2Vec2 coord)//模拟轨迹
{
GameLayer::defineBall();//定义球的实体
ballBody->SetLinearVelocity(b2Vec2(coord.x,coord.y));//设置线速度为X
for (int i = 0; i < 10; i++)
{
world->Step(deltaTime,10,10);
points[i]->setPosition(Vec2(ballBody->GetPosition().x*SCALE_RATIO,ballBody->GetPosition().y*SCALE_RATIO));
//设置每一个轨迹小球应该在的地方
points[i]->setVisible(true);
}
world->ClearForces();//清除世界的力
world->DestroyBody(ballBody);//摧毁这个实体
//轨迹模拟需要通过原来定义的球的实体模拟获得,每次模拟之后删除
}
效果图:
资源: