//平移连接器
void WorldLayerSence::createPrismaticJoint(
b2World* world)
{
CCSize size =
CCDirector::sharedDirector()->getVisibleSize();
//地面精灵
CCSprite* groundSp =
CCSprite::create("ground1.png");
groundSp->setPosition(ccp(0,0));
addChild(groundSp);
//卡车精灵
CCSprite* carSp = CCSprite::create("car1.png");
carSp->setPosition(ccp(size.width
-carSp->getContentSize().width,
groundSp->getContentSize().height));
addChild(carSp);
//创建刚体定义,地面
b2BodyDef bodyDef;
bodyDef.type =
b2_staticBody;//地面为静态刚体
bodyDef.position.Set(0,0);
//关联定义(地面)
b2FixtureDef fixDef;
fixDef.density = 1;
fixDef.restitution = 0.9;
fixDef.friction = 1;
b2PolygonShape shape;
shape.SetAsBox(
groundSp->getContentSize().width/2/PTM_RATIO,
groundSp->getContentSize().height/2/PTM_RATIO);
fixDef.shape = &shape;
//产生地面刚体
b2Body* bodyGround = world->CreateBody(&bodyDef);
bodyGround->CreateFixture(&fixDef);
//修改刚体定义(卡车)
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set((size.width
-carSp->getContentSize().width)/PTM_RATIO,
groundSp->getContentSize().height/PTM_RATIO);
bodyDef.userData = carSp;
b2Body* bodyCat = world->CreateBody(&bodyDef);
//修改关联定义(卡车)
b2PolygonShape shape1;
shape1.SetAsBox(
carSp->getContentSize().width/2/PTM_RATIO,
carSp->getContentSize().height/2/PTM_RATIO);
fixDef.shape = &shape1;
bodyCat->CreateFixture(&fixDef);
//创建平移连接器定义
b2PrismaticJointDef pristmaticDef;
pristmaticDef.bodyA = bodyGround;
pristmaticDef.bodyB = bodyCat;
pristmaticDef.localAnchorA.Set(0,1);
pristmaticDef.localAnchorB.Set(0,-1);
pristmaticDef.enableMotor = true;
//激活马达
pristmaticDef.maxMotorForce = 500;
//设置扭矩
pristmaticDef.motorSpeed = -5;
//这只速度
world->CreateJoint(&pristmaticDef);
}
void WorldLayerSence::createPrismaticJoint(
b2World* world)
{
CCSize size =
CCDirector::sharedDirector()->getVisibleSize();
//地面精灵
CCSprite* groundSp =
CCSprite::create("ground1.png");
groundSp->setPosition(ccp(0,0));
addChild(groundSp);
//卡车精灵
CCSprite* carSp = CCSprite::create("car1.png");
carSp->setPosition(ccp(size.width
-carSp->getContentSize().width,
groundSp->getContentSize().height));
addChild(carSp);
//创建刚体定义,地面
b2BodyDef bodyDef;
bodyDef.type =
b2_staticBody;//地面为静态刚体
bodyDef.position.Set(0,0);
//关联定义(地面)
b2FixtureDef fixDef;
fixDef.density = 1;
fixDef.restitution = 0.9;
fixDef.friction = 1;
b2PolygonShape shape;
shape.SetAsBox(
groundSp->getContentSize().width/2/PTM_RATIO,
groundSp->getContentSize().height/2/PTM_RATIO);
fixDef.shape = &shape;
//产生地面刚体
b2Body* bodyGround = world->CreateBody(&bodyDef);
bodyGround->CreateFixture(&fixDef);
//修改刚体定义(卡车)
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set((size.width
-carSp->getContentSize().width)/PTM_RATIO,
groundSp->getContentSize().height/PTM_RATIO);
bodyDef.userData = carSp;
b2Body* bodyCat = world->CreateBody(&bodyDef);
//修改关联定义(卡车)
b2PolygonShape shape1;
shape1.SetAsBox(
carSp->getContentSize().width/2/PTM_RATIO,
carSp->getContentSize().height/2/PTM_RATIO);
fixDef.shape = &shape1;
bodyCat->CreateFixture(&fixDef);
//创建平移连接器定义
b2PrismaticJointDef pristmaticDef;
pristmaticDef.bodyA = bodyGround;
pristmaticDef.bodyB = bodyCat;
pristmaticDef.localAnchorA.Set(0,1);
pristmaticDef.localAnchorB.Set(0,-1);
pristmaticDef.enableMotor = true;
//激活马达
pristmaticDef.maxMotorForce = 500;
//设置扭矩
pristmaticDef.motorSpeed = -5;
//这只速度
world->CreateJoint(&pristmaticDef);
}