cocos2d-x 物理世界与spine骨骼的运用

Head

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "spine/spine.h"

#include "E:\tesetspine\cocos2d\external\Box2D\Dynamics\b2World.h"
#include "E:\tesetspine\cocos2d\cocos\editor-support\spine\SkeletonAnimation.h"

USING_NS_CC;

using namespace spine;

class HelloWorld : public cocos2d::Layer ,public b2ContactListener
{
public:
    static cocos2d::Scene* createScene();

    virtual bool init();
    
    // a selector callback
    void menuCloseCallback(cocos2d::Ref* pSender);
    
    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
	void InitSpine();
	void InitWorld();
	void initPhysics();

	static cocos2d::CCScene* scene();  

	// 重写生命周期函数  
	virtual void onEnter();  
	virtual void onEnterTransitionDidFinish();  
	virtual void onExit();  

	// 重写CCTargetTouchDelegate  
	virtual bool onTouchBegan(CCTouch *pTouch, CCEvent *pEvent);  
	virtual void onTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
	virtual void onTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
	virtual void onTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);

	// 重写update回调函数  
	virtual void update(float delta);  

	// 重写Bos2D监听函数  
	virtual void BeginContact(b2Contact* contact);  
private:  
	b2World *world;  
	b2Body* groundBody;  
	void addNewSpriteAtPosition(CCPoint &pt);  

};

#endif // __HELLOWORLD_SCENE_H__


Cpp

#include "HelloWorldScene.h"
#include "Box2D\Box2D.h"
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;
}

void HelloWorld::InitWorld()
{

}

// on "init" you need to initialize your instance
void HelloWorld::InitSpine()
{
	// create menu, it's an autorelease object
	auto skeletonNode = new SkeletonAnimation("spineboy.json", "spineboy.atlas");
	skeletonNode->setMix("walk", "attack", 0.2f);
	skeletonNode->setMix("jump", "walk", 0.4f);

	for (int i = 0; i < 100; i++)
	{
		i % 2 == 0 ? skeletonNode->addAnimation(0, "walk", false) : skeletonNode->addAnimation(0, "jump", false);
	}
	skeletonNode->setDebugBonesEnabled(false);
	skeletonNode->setDebugSlotsEnabled(true);

	Size windowSize = Director::getInstance()->getVisibleSize();
	skeletonNode->setPosition(windowSize.width / 2, windowSize.height / 2);
	skeletonNode->setScale(0.1f);
	addChild(skeletonNode);
}

bool HelloWorld::init()
{
    //
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

	// 初始化物理引擎  
	auto listener = EventListenerTouchOneByOne::create();
	listener->setSwallowTouches(true);
	listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
	listener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
	//开始游戏循环  
	this->scheduleUpdate();

    /
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object

    /
    // 3. add your codes below...

    // add a label shows "Hello World"
	CCSprite *sprite = CCSprite::create("HelloWorld.png");
	sprite->setPosition(ccp(visibleSize.width / 2.0, visibleSize.height / 2.0));
	this->addChild(sprite);
    // create and initialize a label
	initPhysics();
	InitWorld();
	InitSpine();
    return true;
}


void HelloWorld::initPhysics()
{
	CCSize winSize = CCDirector::sharedDirector()->getVisibleSize();

	//重力参数  
	b2Vec2 gravity;
	gravity.Set(0.0f, -10.0f);
	//创建世界  
	world = new b2World(gravity);
	// 允许物体是否休眠  
	world->SetAllowSleeping(true);
	// 开启连续物理测试  
	world->SetContinuousPhysics(true);

	// 设置物理碰撞的监听代理  
	world->SetContactListener(this);

	//地面物体定义  
	b2BodyDef groundBodyDef;
	// 左下角  
	groundBodyDef.position.Set(winSize.width / 2.0 / 32, winSize.height / 2.0 / 32);
	// 设置为静态物体  
	groundBodyDef.type = b2_staticBody;

	// 创建地面物体  
	groundBody = world->CreateBody(&groundBodyDef);

	// 定义一个有边的形状  
	b2PolygonShape groundBox;

	// 底部  
	groundBox.SetAsBox(winSize.width / 2 / 32, 0, b2Vec2(0, -winSize.height / 2 / 32), 0);
	//使用夹具固定形状到物体上  
	groundBody->CreateFixture(&groundBox, 0);

	// 顶部  
	groundBox.SetAsBox(winSize.width / 2 / 32, 0, b2Vec2(0, winSize.height / 2 / 32), 0);
	groundBody->CreateFixture(&groundBox, 0);

	// 左边  
	groundBox.SetAsBox(0, winSize.height / 2 / 32, b2Vec2(-winSize.width / 2 / 32, 0), 0);
	groundBody->CreateFixture(&groundBox, 0);

	// 右边  
	groundBox.SetAsBox(0, winSize.height / 2 / 32, b2Vec2(winSize.width / 2 / 32, 0), 0);
	groundBody->CreateFixture(&groundBox, 0);
}

void HelloWorld::addNewSpriteAtPosition(CCPoint &pt)
{
	CCLOG("Add sprite x:%0.2f y:%02.f", pt.x, pt.y);

	//创建物理引擎精灵对象  
	CCSprite *sprite = CCSprite::create("BoxA.png");
	sprite->setPosition(pt);
	this->addChild(sprite);

	float sprWidth = sprite->getContentSize().width;
	float spriHeight = sprite->getContentSize().height;

	//物体定义  
	b2BodyDef bodyDef;
	bodyDef.type = b2_dynamicBody;
	bodyDef.position.Set(pt.x / 32, pt.y / 32);
	bodyDef.userData = sprite;

	b2Body *body = world->CreateBody(&bodyDef);
	// 定义2米见方的盒子形状  
	b2PolygonShape dynamicBox;
	// 注意这里的宽度和高度都是精灵的一半再除以PTM_RATIO  
	dynamicBox.SetAsBox(sprWidth / 2 / 32, spriHeight / 2 / 32);

	// 夹具定义  
	b2FixtureDef fixtureDef;
	//设置夹具的形状  
	fixtureDef.shape = &dynamicBox;
	//设置密度  
	fixtureDef.density = 1.0f;
	//设置摩擦系数  
	fixtureDef.friction = 0.3f;
	//设置弹力系数  
	fixtureDef.restitution = 0.5f;
	//使用夹具固定形状到物体上    
	body->CreateFixture(&fixtureDef);
}

void HelloWorld::update(float delta)
{
	world->Step(delta, 8, 3);

	for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
	{
		if (b->GetType() == b2_dynamicBody)
		{
			if (b->GetUserData() != NULL)
			{
				CCSprite* sprite = (CCSprite*)b->GetUserData();
				sprite->setPositionY(b->GetPosition().y * 32);
				sprite->setRotation(-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));
			}
		}
	}
}

void HelloWorld::BeginContact(b2Contact* contact)
{
	if (contact->GetFixtureA()->GetBody() == groundBody || contact->GetFixtureB()->GetBody() == groundBody)
	{
		CCLOG("检测到物理碰撞");
	}
}

void HelloWorld::onEnter()
{
	CCLOG("HelloWorld::onEnter");
	CCLayer::onEnter();
}

void HelloWorld::onEnterTransitionDidFinish()
{
	CCLOG("HelloWorld::onEnterTransitionDidFinish");
	CCLayer::onEnterTransitionDidFinish();
}

void HelloWorld::onExit()
{
	CCLOG("HelloWorld::onExit");
	CCLayer::onExit();
}

bool HelloWorld::onTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
	CCPoint pt = pTouch->getLocation();
	this->addNewSpriteAtPosition(pt);
	return true;
}

void HelloWorld::onTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
{
}

void HelloWorld::onTouchMoved(CCTouch *pTouch, CCEvent *pEvent)
{
}

void HelloWorld::onTouchCancelled(CCTouch *pTouch, CCEvent *pEvent)
{

}

void HelloWorld::menuCloseCallback(Ref* pSender)
{
    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}


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