cocos2d-x 3.0 使用最新物理引擎的一个源代码实例

时间:2023-03-09 16:09:51
cocos2d-x 3.0 使用最新物理引擎的一个源代码实例

1.碰撞函数參数由两个变成一个了

2.检測不到碰撞。须要设置那三个參数。同一时候还要设置成动态的。

body进行设置。

3.初始入口文件也发生了改变。

附录上我近期调试好的cocos2d-x 3.1 使用最新物理引擎的一个源代码实例,是一个小猫碰撞小车的样例。最新的引擎都可用。

资源文件和代码下载:http://download.csdn.net/detail/u014734779/7417009

部分代码參考:

Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::createWithPhysics(); scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
Vect gravity = Vect(0.0f, 0.0f);
scene->getPhysicsWorld()->setGravity(gravity); // 'layer' is an autorelease object
auto layer = HelloWorld::create(); layer->setPhyWorld(scene->getPhysicsWorld()); // add layer as a child to scene
scene->addChild(layer); // return the scene
return scene;
} // on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
} _spriteSheet = SpriteBatchNode::create("sprites.png", 2);
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("sprites.plist", "sprites.png");
this->addChild(_spriteSheet);
this->spawnCar();
this->schedule(schedule_selector(HelloWorld::secondUpadte), 1.0f);
this->scheduleUpdate(); return true;
} void HelloWorld::spawnCar()
{
SpriteFrame* frame = SpriteFrameCache::getInstance()->spriteFrameByName("car.png");
Sprite* car = Sprite::createWithSpriteFrame(frame);
car->setPosition(Point(100, 100));
addBoxBodyForSprite(car);
car->setTag(2);
car->runAction(MoveTo::create(1.0f, Point(300, 300)));
car->runAction(RepeatForever::create(Sequence::create(MoveTo::create(1.0,Point(300, 100)),MoveTo::create(1.0,Point(200, 200)),MoveTo::create(1.0,Point(100, 100)),NULL)));
_spriteSheet->addChild(car);
} void HelloWorld::spawnCat()
{
auto winSize = Director::getInstance()->getWinSize(); auto cat = Sprite::createWithSpriteFrameName("cat.png"); int minY = cat->getContentSize().height / 2;
int maxY = winSize.height - (cat->getContentSize().height / 2);
int rangeY = maxY - minY;
int actualY = CCRANDOM_0_1() * rangeY; int startX = winSize.width + (cat->getContentSize().width / 2);
int endX = -(cat->getContentSize().width / 2); Point startPos = Point(startX, actualY);
Point endPos = Point(endX, actualY); cat->setPosition(startPos);
addBoxBodyForSprite(cat);
cat->setTag(1);
cat->runAction(Sequence::create(MoveTo::create(1.0, endPos), CallFuncN::create(this, callfuncN_selector(HelloWorld::spriteDone)),NULL)); _spriteSheet->addChild(cat); } void HelloWorld::addBoxBodyForSprite(Sprite* sprite)
{
auto body = PhysicsBody::createBox(sprite->getContentSize());
body->setDynamic(true);
body->setCategoryBitmask(1); // 0001
body->setCollisionBitmask(-1); // 0001
body->setContactTestBitmask(-1); // 0001 必需要设置,并且设置为setDynamic(true);并且必须是0重力能够解决 sprite->setPhysicsBody(body);
} void HelloWorld::secondUpadte(float dt)
{
this->spawnCat();
} void HelloWorld::spriteDone(Node* sender)
{
Sprite *sprite = (Sprite*)sender;
_spriteSheet->removeChild(sprite,true);
} void HelloWorld::onEnter()
{
Layer::onEnter(); auto contactListener = EventListenerPhysicsContact::create();
contactListener->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this); auto dispatcher = Director::getInstance()->getEventDispatcher(); dispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
} bool HelloWorld::onContactBegin( PhysicsContact& contact)
{
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode();
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode(); if (spriteA->getTag() == 1)
{
spriteA->removeFromParentAndCleanup(true);
} if (spriteB->getTag() == 1)
{
spriteB->removeFromParentAndCleanup(true);
} return true;
}