初学Cocos2d-x3.1物理碰撞(1)

#include "cocos2d.h"
USING_NS_CC;

class HelloWorld : public cocos2d::Layer
{
public:
    // there's no 'id' in cpp, so we recommend returning the class instance pointer
    static cocos2d::Scene* createScene();
    Sprite* ball;
    PhysicsWorld* m_world;
    void setPhyWorld(PhysicsWorld* world) {m_world = world;}
    bool onContactBegin(const PhysicsContact& contact);
    virtual bool init();
    
    Sprite* ballOne;
    Sprite* ballTwo;
    
    CREATE_FUNC(HelloWorld);
};


#include "HelloWorldScene.h"

USING_NS_CC;

int ball1Mask = 1 << 0;
int ball2Mask = 1 << 1;
int wallMask = 1 << 2;

Scene* HelloWorld::createScene()
{
    //创建有物理空间的场景
    auto scene = Scene::createWithPhysics();
    //这事debug模式,使物体表面被线条保卫,主要是为了在调试中方便观察
    scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
    //创建Layer层
    auto layer = HelloWorld::create();
    //把空间保持我们创建的层中
    layer->setPhyWorld(scene->getPhysicsWorld());
    scene->addChild(layer);
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    //添加事件监听
    auto contactListener = EventListenerPhysicsContact::create();
    //设置回调函数
    contactListener->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin,this);
    //添加到事件分发器中
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener, this);
    auto winSize = Director::getInstance()->getWinSize();
    
    ballOne = Sprite::create();
    ballOne->setContentSize(Size(50,50));
    ballOne->setPosition(Vec2(winSize.width/2,winSize.height/2));
    
    //创建物体,并且物体的形状为圆形,参数1为半径,参数2为物体材质,参数三为物体边缘厚度,即Debug模式下看到的物体外面线条的厚度,默认为0;
    PhysicsBody* ballBodyOne = PhysicsBody::createCircle(ballOne->getContentSize().width/2,PHYSICSBODY_MATERIAL_DEFAULT,Vec2(1,1));
    //设置物体恢复力
    ballBodyOne->getShape(0)->setRestitution(1.0f);
    //设置物体摩擦力
    ballBodyOne->getShape(0)->setFriction(0.0f);
    //设置物体密度
    ballBodyOne->getShape(0)->setDensity(1.0f);
    //设置物体是否受重力系数影响
    ballBodyOne->setGravityEnable(false);
    //设置物体的冲力
    Vect force = Vect(500000.0f,500000.0f);
    ballBodyOne->applyImpulse(force);
    //将物体加入精灵中
    ballOne->setPhysicsBody(ballBodyOne);
    ballOne->setTag(1);
    addChild(ballOne);
    
    //设置第二个球
    ballTwo = Sprite::create();
    ballTwo->setContentSize(Size(100,100));
    ballTwo->setPosition(Vec2(winSize.width/3,winSize.height/3));
    PhysicsBody* ballBodyTwo = PhysicsBody::createCircle(ballOne->getContentSize().width/2,PHYSICSBODY_MATERIAL_DEFAULT);
    ballBodyTwo->getShape(0)->setRestitution(1.0f);
    ballBodyTwo->getShape(0)->setFriction(0.0f);
    ballBodyTwo->getShape(0)->setDensity(1.0f);
    ballBodyTwo->setGravityEnable(false);
    
    force = Vect(-500000.0f,-500000.0f);
    ballBodyTwo->applyImpulse(force);
    ballTwo->setPhysicsBody(ballBodyTwo);
    ballTwo->setTag(2);
    addChild(ballTwo);
    
    //创建容器,用来碰撞
    Sprite* edgeSpace = Sprite::create();
    //设置盒子属性
    PhysicsBody* boundBody = PhysicsBody::createEdgeBox(winSize,PHYSICSBODY_MATERIAL_DEFAULT,3);
    boundBody->getShape(0)->setFriction(0.0f);//摩擦力
    boundBody->getShape(0)->setRestitution(1.0f);//恢复力
    edgeSpace->setPhysicsBody(boundBody);//将物体加入盒子
    edgeSpace->setPosition(Vec2(winSize.width/2,winSize.height/2));
    addChild(edgeSpace);
    edgeSpace->setTag(0);
    
    //碰撞检测
    ballBodyOne->setCategoryBitmask(ball1Mask);
    ballBodyOne->setCollisionBitmask(wallMask|ball1Mask|ball2Mask);
    ballBodyOne->setContactTestBitmask(wallMask|ball1Mask|ball2Mask);

    ballBodyTwo->setCategoryBitmask(ball2Mask);
    ballBodyTwo->setCollisionBitmask(wallMask|ball1Mask|ball2Mask);
    ballBodyTwo->setContactTestBitmask(wallMask|ball1Mask|ball2Mask);

    boundBody->setCategoryBitmask(wallMask);
    boundBody->setCollisionBitmask(wallMask|ball1Mask|ball2Mask);
    boundBody->setContactTestBitmask(wallMask|ball1Mask|ball2Mask);


    
    return true;
}

bool HelloWorld::onContactBegin(const cocos2d::PhysicsContact &contact)
{
    if((contact.getShapeA()->getBody()->getCategoryBitmask() & ball1Mask) == ball1Mask)
    {
        log("ball1 touch something");
    }
    if((contact.getShapeB()->getBody()->getCategoryBitmask() & ball1Mask) == ball1Mask)
    {
        log("ball1 touch something");
    }

    if((contact.getShapeA()->getBody()->getCategoryBitmask() & ball2Mask) == ball2Mask)
    {
        log("ball2 touch something");
    }
    if((contact.getShapeB()->getBody()->getCategoryBitmask() & ball2Mask) == ball2Mask)
    {
        log("ball2 touch something");
    }
    
    return true;
}


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