网上有文章介绍如何构造 撞球游戏( http://www.raywenderlich.com/28602/intro-to-box2d-with-cocos2d-2-x-tutorial-bouncing-balls )
但是它是基于 Apple, 我通过实践构造了 Android 下项目并成功编译运行
现假设已经生成 Android 下的 Hello World 项目 (可以参见 分析Cocos2d Android 项目的生成和运行)
现在我们通过改写 HelloWorldScene.h, HelloWorldScene.cpp 生成撞球游戏
集成 box2d
Cocos 已经帮我们集成了 Box2D ( cocos2d-2.1rc0-x-2.1.2\external\Box2D ), 并且 build 到 cocos_extension_static, 最终生成的 libgame 会被自动 load, 因此我们直接使用就可以了
就是头文件有些问题, 用下面方法解决
修改Cocos3\proj.android\jni\Android.mk
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
改为
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes $(LOCAL_PATH)/../../../external/Box2D
修改文件
(参照 http://www.raywenderlich.com/28602/intro-to-box2d-with-cocos2d-2-x-tutorial-bouncing-balls)
改动 HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "Box2D.h"
#define PTM_RATIO 32.0
class HelloWorld : public cocos2d::CCLayer
{
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::CCScene* scene();
// a selector callback
void menuCloseCallback(CCObject* pSender);
// implement the "static node()" method manually
CREATE_FUNC(HelloWorld);
b2World *_world;
b2Body *_body;
cocos2d::CCSprite *_ball;
#endif // __HELLOWORLD_SCENE_H__
改动 HelloWorldScene.cpp
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
using namespace cocos2d;
using namespace CocosDenshion;
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback) );
pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) );
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition( CCPointZero );
this->addChild(pMenu, 1);
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite* _ball = CCSprite::create("ball.png");
this->addChild(_ball, 0);
_ball->setPosition( ccp(100,300) );
b2Vec2 gravity(0.0f, -8.0f);
_world = new b2World(gravity);
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = _world->CreateBody(&groundBodyDef);
b2EdgeShape groundEdge;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundEdge;
//wall definitions
//bottom
groundEdge.Set(b2Vec2(0,0), b2Vec2(winSize.width /PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
// left
groundEdge.Set(b2Vec2(0,0), b2Vec2(0,winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
// top
groundEdge.Set(b2Vec2(0, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
// right
groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(100/PTM_RATIO, 300/PTM_RATIO);
ballBodyDef.userData = _ball;
_body = _world->CreateBody(&ballBodyDef);
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 1.0f;
ballShapeDef.friction = 0.2f;
ballShapeDef.restitution = 0.8f;
_body->CreateFixture(&ballShapeDef);
schedule(schedule_selector(HelloWorld::tick));
//schedule(schedule_selector(HelloWorld::kick), 5);
CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("background-music-aac.wav", true);
return true;
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
void HelloWorld::tick(float dt)
{
_world->Step(dt, 10, 10);
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *ballData = (CCSprite *)b->GetUserData();
ballData->setPosition(ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO));
ballData->setRotation(-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));
}
}
}
复制资源文件
把这些文件放到 you_project\Resources 下面
ball.png 我贴在下面, 别的文件都可以在 cocos2d-2.1rc0-x-2.1.2/samples/Cpp/SimpleGame 下找到
生成程序
先用NDK ./build_native.sh 编译重新生成 libgame.so
而后在 eclipse 重新生成 .apk, 并安装到设备上
你现在得到一个自动四处碰撞但却会慢慢停下来的球, 同时会播放背景音乐
加入触摸互动
HelloWorldScene.h 加入
class HelloWorld : public cocos2d::CCLayer {
...
void kick();
void registerWithTouchDispatcher();
void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);};
...
}
HelloWorldScene.cpp
void HelloWorld::kick()
{
b2Vec2 force = b2Vec2(30, 30);
_body->ApplyLinearImpulse(force,_body->GetPosition());
}
void HelloWorld::registerWithTouchDispatcher()
{
// CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,0,true);
CCDirector::sharedDirector()->getTouchDispatcher()->addStandardDelegate(this,0);
}
void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
// Choose one of the touches to work with
CCTouch* touch = (CCTouch*)( touches->anyObject() );
CCPoint location = touch->getLocation();
CCLog("++++++++after x:%f, y:%f", location.x, location.y);
kick();
}
还要在 bool HelloWorld::init() enable touch
this->setTouchEnabled(true);
以后你每次触摸屏幕, 球将会强力弹一次.
最后你得到一个有音乐,有互动,画面平滑的简单游戏.