如何使用box2d做碰撞检测
cocos2dx3.0+vs2012编译通过。
主要是通过body->SetTransform来设置body的位置和角度,然后自己写个ContactListener来监听碰撞事件
#include "HelloWorldScene.h"
#include "VisibleRect.h"
#include "GLES-Render.h"
#include "cocos-ext.h" USING_NS_CC;
USING_NS_CC_EXT; #define PTM_RATIO 32 Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create(); // 'layer' is an autorelease object
auto layer = HelloWorld::create(); // 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;
}
setTouchEnabled( true );
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin(); /////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it. // add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/ ,
origin.y + closeItem->getContentSize().height/)); // create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu, ); /////////////////////////////
// 3. add your codes below... // add a label shows "Hello World"
// create and initialize a label auto label = LabelTTF::create("Hello World", "Arial", ); // position the label on the center of the screen
label->setPosition(Point(origin.x + visibleSize.width/,
origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer
this->addChild(label, ); // add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png"); // position the sprite on the center of the screen
sprite->setPosition(Point(visibleSize.width/ + origin.x, visibleSize.height/ + origin.y)); // add the sprite as a child to this layer
//this->addChild(sprite, 0); initPhysics(); Point p(,);
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO); body = world->CreateBody(&bodyDef); // Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box // Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef); scheduleUpdate(); //UILayer* pUiLayer = UILayer::create();
//addChild(pUiLayer); //Layout* pWidget = dynamic_cast<Layout*>(CCUIHELPER->createWidgetFromJsonFile("cocoStudio/DemoShop.ExportJson"));
//pUiLayer->addWidget(pWidget); return true;
} void HelloWorld::menuCloseCallback(Object* pSender)
{
Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit();
#endif
} void HelloWorld::initPhysics()
{
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
world = new b2World(gravity); // Do we want to let bodies sleep?
world->SetAllowSleeping(true); world->SetContinuousPhysics(true); _debugDraw = new GLESDebugDraw( PTM_RATIO );
world->SetDebugDraw(_debugDraw); uint32 flags = ;
flags += b2Draw::e_shapeBit;
flags += b2Draw::e_jointBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
flags += b2Draw::e_centerOfMassBit;
_debugDraw->SetFlags(flags); // Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(, ); // bottom-left corner // Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody = world->CreateBody(&groundBodyDef); // Define the ground box shape.
b2EdgeShape groundBox; // bottom
groundBox.Set(b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,); // top
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,); // left
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,); // right
groundBox.Set(b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,); class TestListener : public b2ContactListener
{
virtual void BeginContact(b2Contact* contact)
{
//contact->GetFixtureA();
//contact->GetFixtureB();
}
virtual void EndContact(b2Contact* contact)
{
//contact->GetFixtureA();
//contact->GetFixtureB();
}
};
pListener = new TestListener(); //don't forget to delete it
world->SetContactListener(pListener); //groundBody->SetTransform
} void HelloWorld::draw()
{
//
// IMPORTANT:
// This is only for debug purposes
// It is recommend to disable it
//
CCLayer::draw(); GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION ); kmGLPushMatrix(); world->DrawDebugData(); kmGLPopMatrix(); } void HelloWorld::update(float dt)
{
//It is recommended that a fixed time step is used with Box2D for stability
//of the simulation, however, we are using a variable time step here.
//You need to make an informed choice, the following URL is useful
//http://gafferongames.com/game-physics/fix-your-timestep/ int velocityIterations = ;
int positionIterations = ; // Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world->Step(dt, velocityIterations, positionIterations);
} void HelloWorld::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
{
//Add a new body/atlas sprite at the touched location for (auto& touch : touches)
{
if(!touch)
break; auto location = touch->getLocation();
body->SetTransform(b2Vec2(location.x/PTM_RATIO,location.y/PTM_RATIO),);
body->SetAwake(true);//防止静止之后就再也不动了
//addNewSpriteAtPosition( location );
} }
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