cocos2d-x Box2D 简单例子

原文:http://www.raywenderlich.com/28602/intro-to-box2d-with-cocos2d-2-x-tutorial-bouncing-balls


原文是用Objective-C,我转成C++然后再稍微改一下功能。实现了一个有弹力的物体,随着触摸点的不同而向不同的方向加动势。具体点说,你点它的左下方,就会向右上方加一个动势,导致向右上方运动。


想体验的请点这里下载已打包的APK文件,在手机或者模拟器上运行:http://download.csdn.net/detail/u010639508/5868545


代码和resources依旧全放上了GitHub: https://github.com/serika00/android/tree/master/cocos2d-x/Box2DExample


环境:cocs2d-x-2.14,VS2010

运行截图



HelloWorldScene.h

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "Box2D/Box2D.h"
USING_NS_CC;

class HelloWorld : public cocos2d::CCLayer
{
public:
    virtual bool init();  
    static cocos2d::CCScene* scene();
    CREATE_FUNC(HelloWorld);
	void tick(float dt);
	void kick(float dt);
	virtual void ccTouchesBegan(CCSet* pTouches, CCEvent* pEvent);
private:
	b2World* _world;
	b2Body* _body;
	CCSprite* _ball;
};

#endif

HelloWorldScene.cpp

#include "HelloWorldScene.h"

USING_NS_CC;
#define PTM_RATIO 32

CCScene* HelloWorld::scene()
{
    CCScene *scene = CCScene::create();
    HelloWorld *layer = HelloWorld::create();
    scene->addChild(layer);
    return scene;
}

bool HelloWorld::init()
{
	setTouchEnabled(true);
	CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    _ball = CCSprite::create("ball2.png");
	this->addChild(_ball);
	
	b2Vec2 gravity = b2Vec2(0.0f, -8.0f);
	_world = new b2World(gravity);
	
	b2BodyDef ballBodyDef;
	ballBodyDef.type = b2_dynamicBody;
	ballBodyDef.position.Set(winSize.width/2/PTM_RATIO, winSize.height/2/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);

	b2BodyDef groundBodyDef;
	groundBodyDef.position.Set(0, 0);

	b2Body* groundBody = _world->CreateBody(&groundBodyDef);
	b2EdgeShape groundEdge;
	b2FixtureDef boxShapeDef;
	boxShapeDef.shape = &groundEdge;

	groundEdge.Set(b2Vec2(0,0), b2Vec2(0,winSize.height/PTM_RATIO));
    groundBody->CreateFixture(&boxShapeDef); 
    groundEdge.Set(b2Vec2(0, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
    groundBody->CreateFixture(&boxShapeDef);
	groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, 0));
    groundBody->CreateFixture(&boxShapeDef);
	groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO, 0), b2Vec2(0,0));
	groundBody->CreateFixture(&boxShapeDef);

	schedule(schedule_selector(HelloWorld::tick));
//	schedule(schedule_selector(HelloWorld::kick), 5.0f);

	return true;
}

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()));
		}
	}
}

void HelloWorld::kick(float dt) {
	b2Vec2 force = b2Vec2(3, 3);
	_body->ApplyLinearImpulse(force, _body->GetPosition());
}

void HelloWorld::ccTouchesBegan(CCSet* pTouches, CCEvent* pEvent) {
	CCTouch* touch = (CCTouch*)pTouches->anyObject();
	CCPoint tp = touch->getLocation();
	CCPoint _ballPoint = _ball->getPosition();
	if (_ballPoint.x > tp.x) {
		if (_ballPoint.y > tp.y) {
			b2Vec2 force = b2Vec2(3, 3);
			_body->ApplyLinearImpulse(force, _body->GetPosition());
		} else {
			b2Vec2 force = b2Vec2(3, -3);
			_body->ApplyLinearImpulse(force, _body->GetPosition());
		}
	} else {
		if (_ballPoint.y > tp.y) {
			b2Vec2 force = b2Vec2(-3, 3);
			_body->ApplyLinearImpulse(force, _body->GetPosition());
		} else {
			b2Vec2 force = b2Vec2(-3, -3);
			_body->ApplyLinearImpulse(force, _body->GetPosition());
		}
	}
	
}


评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值