Box2D 开源物理引擎,第一次接触,主要用途应该是做游戏,不过也可以作些简单的页面特性,比如切割粉碎。拖动带弹性系数。
从写了个控制小球运动,可以方向键控制左右和弹跳,碰到障碍物就死掉的DEMO来试试。
演示地址: null
这里注意的是,市面上有box2d JS 和 box2d Web2种js版本,有些小伙伴用老的box2d JS,那就不是这么写的了非常麻烦,而且box2d js不更新了,不建议学习使用。
<html>
<head>
<title>Box2dWeb example</title>
</head>
<body οnlοad="init();">
<img id="tulip" style="display: none" src="33.jpg" alt="The Tulip" />
<canvas id="canvas" width="900" height="600"></canvas>
</body>
<script type="text/javascript" src="Box2dWeb-2.1.a.3.min.js"></script>
<script type="text/javascript">
var world;
function init() {
var b2Vec2 = Box2D.Common.Math.b2Vec2
, b2BodyDef = Box2D.Dynamics.b2BodyDef
, b2Body = Box2D.Dynamics.b2Body
, b2FixtureDef = Box2D.Dynamics.b2FixtureDef
, b2Fixture = Box2D.Dynamics.b2Fixture
, b2World = Box2D.Dynamics.b2World
, b2MassData = Box2D.Collision.Shapes.b2MassData
, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape
, b2CircleShape = Box2D.Collision.Shapes.b2CircleShape
, b2DebugDraw = Box2D.Dynamics.b2DebugDraw
, b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef
, b2WeldJointDef = Box2D.Dynamics.Joints.b2WeldJointDef
;
world = new b2World(
new b2Vec2(0,10) //gravity 重力的方向,力度 单位牛,10就是重力加速度G
, true //allow sleep
);
var fixDef = new b2FixtureDef; //刚体创建
fixDef.density = 1.0; //密度
fixDef.friction = 0.5; //摩擦力 加大了之后正方形被推动就比较不容易动
fixDef.restitution = 0.8; //弹性系数,1应该就是不衰减,大于1反而越来越快
var bodyDef = new b2BodyDef;
//create ground
bodyDef.type = b2Body.b2_staticBody;
bodyDef.position.x = 1; //单位是米,一米是30像素。
bodyDef.position.y = 19.8;
//以下试图建立四边框(用刚体来做,游戏四边的场景边框,不然会掉出去)
fixDef.shape = new b2PolygonShape;
fixDef.shape.SetAsBox(30, 0.1); //长宽应该(宽长,xy对应)
world.CreateBody(bodyDef).CreateFixture(fixDef);
fixDef.shape.SetAsBox(0.1, 20);
bodyDef.position.Set(0.1, 0.1);
world.CreateBody(bodyDef).CreateFixture(fixDef);
fixDef.shape.SetAsBox(30, 0.1);
bodyDef.position.Set(0.1, 0.1);
world.CreateBody(bodyDef).CreateFixture(fixDef);
fixDef.shape.SetAsBox(0.1, 20);
bodyDef.position.Set(29.8, 0.1);
world.CreateBody(bodyDef).CreateFixture(fixDef);
//在场景中制作台阶
fixDef.shape.SetAsBox(3, 0.1);
bodyDef.position.Set(10, 18.5);
world.CreateBody(bodyDef).CreateFixture(fixDef);
var mouseX, mouseY,selectBody, keyBoll,vX, vY,keyVelocity,Death = false,barrier;
var canvasPosition = getElementPosition(document.getElementById("canvas"));
var context = document.getElementById("canvas").getContext("2d");
var img=document.getElementById("tulip");
//在场景中的空中放置一个正方形
bodyDef.type = b2Body.b2_dynamicBody;
fixDef.shape = new b2PolygonShape();
fixDef.shape.SetAsBox(1,1); //30px * 30px 的矩形
fixDef.restitution = 2; //改变弹性系数,如果撞到他会更快的反弹
bodyDef.position.Set(10,13); //矩形陷阱的放置位置
console.log(fixDef.shape.GetVertices() );
console.log(typeof fixDef.shape.GetVertices()[0] );
selectBody = world.CreateBody(bodyDef).CreateFixture(fixDef).GetBody();
//建个链接器。把矩形固定在场景中
var jointDef = new b2MouseJointDef();
jointDef.bodyA = world.GetGroundBody();
jointDef.bodyB = selectBody;
//矩形和场景本体相连
jointDef.target.Set(10, 13);
//连接位置
jointDef.collideConnected = true;
//是否碰撞。要碰。不然就是根线,不能固定用
jointDef.maxForce = 3000.0;
//最大力,如果设置过小,会被从固定位置撞开
world.CreateJoint(jointDef);
//连接器加入世界
// 创建钉子
fixDef.restitution = 0;
fixDef.friction = 5000
fixDef.shape = new b2PolygonShape;
var vArray = [new b2Vec2(0,-0.5),new b2Vec2(0.25,0.5),new b2Vec2(-0.25,0.5)]
fixDef.shape.SetAsVector(vArray, 3);
//创建一个三角形这里要注意了,Vector字面是向量,其实穿进去的是三角形顶点坐标List,3是顶点个数。而且要顺时针方向,不然无法物理判定。
bodyDef.position.Set(15,19.5);
barrier = world.CreateBody(bodyDef).CreateFixture(fixDef).GetBody();
//创建连接,这个WeldJoint看字面就知道,是刚体连接,上面那个连接会被力改变,会旋转。这个就是焊死了。相当于固定
jointDef = new b2WeldJointDef();
jointDef.bodyA = world.GetGroundBody();
jointDef.bodyB = barrier;
jointDef.localAnchorA = new b2Vec2(15, 19.3)
jointDef.localAnchorB = barrier.GetLocalCenter();
jointDef.collideConnected = true;
world.CreateJoint(jointDef);
//创建主角--一个球
fixDef.restitution = 0.8;
fixDef.shape = new b2CircleShape(1);
bodyDef.position.Set(1,19.5);
bodyDef.userData=img;
//给球上图片
keyBoll = world.CreateBody(bodyDef).CreateFixture(fixDef).GetBody();
//把这个球的body记录下来。
/**
这里是点击小球在鼠标位置降落下来的 监听。
document.addEventListener("mousedown", function(e) {
mouseX = (e.layerX - canvasPosition.x) / 30;
mouseY = (e.layerY - canvasPosition.y) / 30;
}, true);
document.addEventListener("mouseup", function(e) {
fixDef.shape = new b2CircleShape(0.5);
bodyDef.position.Set(mouseX,mouseY);
selectBody = world.CreateBody(bodyDef).CreateFixture(fixDef).GetBody();
vX = (e.layerX - canvasPosition.x) / 30 - mouseX;
vY = (e.layerY - canvasPosition.y) / 30 - mouseY;
selectBody.ApplyImpulse( new b2Vec2(vX*5,vY*5), selectBody.GetLocalCenter());
}, true);
**/
//监控键盘事件
document.addEventListener("keydown", function(e) {
var theEvent = window.event || e;
var code = theEvent.keyCode || theEvent.which;
console.log(code);
var keyVelocity = keyBoll.GetLinearVelocity();
//按上方向键:
if(code==38){
//判定是不是y方向速度为0 ,我要球落地挺稳才让他继续下一次起跳,不然会越来越高。
if (keyVelocity.y == 0) {
//给一个y方向20的向上加速度。算下10的重力。应该也就2秒就下落了。
keyBoll.ApplyImpulse(new b2Vec2(0,-20), keyBoll.GetWorldCenter());
}
}
//左按键
if(code==37){
keyBoll.SetAwake(true);
//唤醒目标,并直接给向左10的速度,这里和上不一样,是直接替换速度,并不是加速度,所以Y方向的速度还需要加入。
keyBoll.SetLinearVelocity(new b2Vec2(-10,keyVelocity.y), keyBoll.GetWorldCenter());
}
//右按键
if(code==39){
keyBoll.SetAwake(true);
//同理
keyBoll.SetLinearVelocity(new b2Vec2(10,keyVelocity.y), keyBoll.GetWorldCenter());
}
}, false);
//监听按键弹起,并给个减速(也可以直接熟读至0)看个人喜好。
document.addEventListener("keyup", function(e) {
var theEvent = window.event || e;
var code = theEvent.keyCode || theEvent.which;
console.log(code);
if(code==37){
keyBoll.ApplyImpulse(new b2Vec2(10,0), keyBoll.GetWorldCenter());
}
if(code==39){
keyBoll.ApplyImpulse(new b2Vec2(-10,0), keyBoll.GetWorldCenter());
}
}, false);
//setup debug draw
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(document.getElementById("canvas").getContext("2d"));
debugDraw.SetDrawScale(30.0);
debugDraw.SetFillAlpha(0.3);
debugDraw.SetLineThickness(2.0);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
world.SetDebugDraw(debugDraw);
window.setInterval(update, 1000 / 60); //配置侦数
//官网的例子里的一个canvans定位函数
function getElementPosition(element) {
var elem=element, tagname="", x=0, y=0;
while((typeof(elem) == "object") && (typeof(elem.tagName) != "undefined")) {
y += elem.offsetTop;
x += elem.offsetLeft;
tagname = elem.tagName.toUpperCase();
if(tagname == "BODY")
elem=0;
if(typeof(elem) == "object") {
if(typeof(elem.offsetParent) == "object")
elem = elem.offsetParent;
}
}
return {x: x, y: y};
}
function update() {
var a = 1 / 60;
//如果2个球被被唤醒了,并且球和钉子在一定范围内,则说明撞到钉子了。GameOver 并且把刷新率置99999,表示不动了。
if (barrier.IsAwake() && keyBoll.IsAwake()) {
if (barrier.GetPosition().x + 2 > keyBoll.GetPosition().x && barrier.GetPosition().x - 2 < keyBoll.GetPosition().x ) {
alert("Game Over");
a = 999999;
}
console.log(barrier.GetPosition());
console.log(keyBoll.GetPosition());
}
world.Step(
a //frame-rate
, 10 //velocity iterations
, 10 //position iterations
);
world.DrawDebugData();
//贴图
context.save();
context.translate(keyBoll.GetPosition().x*30,keyBoll.GetPosition().y*30);
context.rotate(keyBoll.GetAngle());
context.drawImage(keyBoll.GetUserData(),-keyBoll.GetUserData().width/2,-keyBoll.GetUserData().height/2);
context.restore();
world.ClearForces();
};
};
</script>
</html>