box2d是cocos2d-x中的一款物理引擎,通过box2d可以方便的构件一个物理世界,并给世界中的物体添加物理属性
为了测试物理引擎的使用,在之前的TestLayer中继续进行代码编写
要使用box2d,首先要创建世界
//获取屏幕大小
CCSize winSize=CCDirector::sharedDirector()->getWinSize();
//创建一个物理世界,需要定义一个重力进行初始化
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);//重力设置为10
bool doSleep = true;
m_world = new b2World(gravity);
//允许刚体睡眠
m_world->SetAllowSleeping(doSleep);
m_world->SetContinuousPhysics(true);
创建一个刚体并用刚体形状包围屏幕的四个边,使得屏幕四边具有物理属性
b2BodyDef groudBodyDef;
b2Body * groudBody=m_world->CreateBody(&groudBodyDef);
b2PolygonShape groudBox;
groudBox.SetAsBox(winSize.width/PTM_RATIO,0,b2Vec2(0,0),0); //底边
groudBody->CreateFixture(&groudBox,0); //关联到刚体
groudBox.SetAsBox(winSize.width/PTM_RATIO,0,b2Vec2(0,winSize.height/PTM_RATIO),0); //顶边
groudBody->CreateFixture(&groudBox,0);
groudBox.SetAsBox(0,winSize.height/PTM_RATIO,b2Vec2(0,0),0); //左边
groudBody->CreateFixture(&groudBox,0);
groudBox.SetAsBox(0,winSize.height/PTM_RATIO,b2Vec2(winSize.width/PTM_RATIO,0),0); //右边
groudBody->CreateFixture(&groudBox,0);
创建一个刚体包含已经创建好的精灵
b2Body * _Body;
b2BodyDef paddleBodyDef;
paddleBodyDef.type = b2_dynamicBody; //创建动态刚体,即具有物理属性的刚体
paddleBodyDef.position.Set(winSize.width/2/PTM_RATIO, winSize.height/2/PTM_RATIO); //设置刚体位置
paddleBodyDef.userData = m_sprite; //包含精灵
_Body = m_world->CreateBody(&paddleBodyDef);
设置刚体形状和属性
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(0.5f,0.5f);
b2FixtureDef fixtureDef;
fixtureDef.shape=&dynamicBox;
//密度
fixtureDef.density=1.0f;
//摩擦因子
fixtureDef.friction=0.3f;
//弹力系数
fixtureDef.restitution=0.5;
_Body->CreateFixture(&fixtureDef);
最后在定时器中遍历世界中的刚体,更新刚体的坐标,box2d通过定期调用 step来更新动画
void TestLayer::update(float delta)
{ //速度迭代次数和位置迭代次数
int velocityIterations = 8;
int positionIterations = 1;
m_world->Step(0.03, velocityIterations, positionIterations);
for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL)
{
CCSprite* myActor = (CCSprite*)b->GetUserData();
myActor->setPosition( CCPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO) );
myActor->setRotation( -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()) );
}
}
}
在GameScene::update中调用 TestPlayer对象的update
运行程序后,可以看到Hero从空中落下,在碰到底边后弹起,再落下,反复几次之后停在底边的情形