原文地址:http://cn.cocos2d-x.org/tutorial/show?id=1263
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
USING_NS_CC;
#include <Box2D/Box2D.h>
class HelloWorld : public cocos2d::Layer, public b2ContactListener
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
CREATE_FUNC(HelloWorld);
bool onTouchBegan(Touch* touch, Event* event);
void onTouchMoved(Touch* touch, Event* event);
void onTouchEnded(Touch* touch, Event* event);
void update(float dt);
void addWall(float w,float h,float px,float py);
void simulateTrajectory(b2Vec2 coord);
b2World *world;
float deltaTime;
float powerMultiplier;
Sprite *ball;
bool existBall;
float ballX;
float ballY;
int dragOffsetStartX;
int dragOffsetEndX;
int dragOffsetStartY;
int dragOffsetEndY;
b2Body *ballBody;
b2CircleShape ballShape;
b2BodyDef ballBodyDef;
void defineBall();
Sprite *points[32];
};
#endif
#include "HelloWorldScene.h"
USING_NS_CC;
//box2d以米位单位,32像素约等于1米
#define SCALE_RATIO 32.0
//创建球刚体
void HelloWorld::defineBall()
{
ballShape.m_radius = 45 / SCALE_RATIO; //设置刚体半径
b2FixtureDef ballFixture;
ballFixture.density=10; //密度
ballFixture.friction=0.8; //摩擦力
ballFixture.restitution=0.6; //弹力
ballFixture.shape=&ballShape; //球形状
ballBodyDef.type= b2_dynamicBody; //动态刚体
ballBodyDef.userData=ball;
ballBodyDef.position.Set(ball->getPosition().x/SCALE_RATIO,ball->getPosition().y/SCALE_RATIO);
ballBody = world->CreateBody(&ballBodyDef);
ballBody->CreateFixture(&ballFixture);
ballBody->SetGravityScale(10); //设置引力扩大10被
}
void HelloWorld::update(float dt)
{
int positionIterations = 10;
int velocityIterations = 10;
deltaTime = dt;
world->Step(dt, velocityIterations, positionIterations); //不断更新物理世界
//遍历物理世界所有刚体
for (b2Body *body = world->GetBodyList(); body != NULL; body = body->GetNext())
{
//是足球刚体:移动足球精灵
if (body->GetUserData())
{
Sprite *sprite = (Sprite *) body->GetUserData();
sprite->setPosition(Vec2(body->GetPosition().x * SCALE_RATIO,body->GetPosition().y * SCALE_RATIO));
sprite->setRotation(-1 * CC_RADIANS_TO_DEGREES(body->GetAngle()));
}
}
world->ClearForces();//清除所有作用在刚体上的作用力
world->DrawDebugData();
}
void HelloWorld::addWall(float w,float h,float px,float py)
{
b2PolygonShape floorShape;
floorShape.SetAsBox(w/ SCALE_RATIO,h/ SCALE_RATIO);
b2FixtureDef floorFixture;
floorFixture.density=0;
floorFixture.friction=10;
floorFixture.restitution=0.5;
floorFixture.shape=&floorShape;
b2BodyDef floorBodyDef;
floorBodyDef.position.Set(px/ SCALE_RATIO,py/ SCALE_RATIO);
b2Body *floorBody = world->CreateBody(&floorBodyDef);
floorBody->CreateFixture(&floorFixture);
}
/*足球精灵并没有移动,足球刚体不断的从足球精灵的位置线性运动到手触摸的位置。
主要作用:在屏幕上触摸的移动,红点弧形轨迹跟随着变化。
创建了刚体后,获得弧形运动轨迹又立即消除的刚体
*/
void HelloWorld::simulateTrajectory(b2Vec2 coord)
{
HelloWorld::defineBall();
ballBody->SetLinearVelocity(b2Vec2(coord.x,coord.y));
//设置31个红点的弧线状
for (int i = 1; i <= 31; i++)
{
world->Step(deltaTime,10,10);
points[i]->setPosition(Point(ballBody->GetPosition().x*SCALE_RATIO,ballBody->GetPosition().y*SCALE_RATIO));
world->ClearForces();
}
world->DestroyBody(ballBody);
}
bool HelloWorld::onTouchBegan(Touch* touch, Event* event)
{
dragOffsetStartX = touch->getLocation().x;
dragOffsetStartY = touch->getLocation().y;
Point touchLocation = touch->getLocation();
ballX = touchLocation.x;
ballY = touchLocation.y;
if (existBall)
{
world->DestroyBody(ballBody); //销毁足球的刚体
}
ball->setPosition(Vec2(ballX ,ballY));
return true;
}
void HelloWorld::onTouchMoved(Touch* touch, Event* event)
{
Point touchLocation = touch->getLocation();
dragOffsetEndX = touchLocation.x;
dragOffsetEndY = touchLocation.y;
float dragDistanceX = dragOffsetStartX - dragOffsetEndX;
float dragDistanceY = dragOffsetStartY - dragOffsetEndY;
// HelloWorld::simulateTrajectory(b2Vec2((dragDistanceX )/SCALE_RATIO,(dragDistanceY )/SCALE_RATIO));
HelloWorld::simulateTrajectory(b2Vec2((dragDistanceX * powerMultiplier)/SCALE_RATIO,(dragDistanceY * powerMultiplier)/SCALE_RATIO));
}
void HelloWorld::onTouchEnded(Touch* touch, Event* event)
{
existBall = true;
HelloWorld::defineBall();
Point touchLocation = touch->getLocation();
dragOffsetEndX = touchLocation.x;
dragOffsetEndY = touchLocation.y;
float dragDistanceX = dragOffsetStartX - dragOffsetEndX;
float dragDistanceY = dragOffsetStartY - dragOffsetEndY;
// ballBody->SetLinearVelocity(b2Vec2((dragDistanceX)/SCALE_RATIO,(dragDistanceY)/SCALE_RATIO));
//触摸结束球做线性运动
ballBody->SetLinearVelocity(b2Vec2((dragDistanceX * powerMultiplier)/SCALE_RATIO,(dragDistanceY * powerMultiplier)/SCALE_RATIO));
}
bool HelloWorld::init()
{
if ( !Layer::init() )
{
return false;
}
powerMultiplier = 10;
dragOffsetStartX = 0;
dragOffsetEndX = 0;
dragOffsetStartY = 0;
dragOffsetEndY = 0;
existBall= false;
ballX = 500;
ballY = 200;
ball =Sprite::create("ball.png");
ball->setPosition(Point(ballX,ballY));
this->addChild(ball);
for (int i = 1 ; i <= 31; i++)
{
points[i] =CCSprite::create("dot.png");
this->addChild(points[i]);
}
b2Vec2 gravity = b2Vec2(0.0f, -10.0f); //设置物体向下加速度 10
world = new b2World(gravity);
Size visibleSize = Director::getInstance()->getVisibleSize();
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
// HelloWorld::defineBall();
// ballBody->SetLinearVelocity(b2Vec2(-30, 30));
//创建墙:左、右、下
addWall(visibleSize.width ,10,(visibleSize.width / 2) ,0);
addWall(10 ,visibleSize.height ,0,(visibleSize.height / 2) );
addWall(10 ,visibleSize.height ,visibleSize.width,(visibleSize.height / 2) );
scheduleUpdate(); //启动2dx定时函数update
return true;
}
Scene* HelloWorld::createScene()
{
auto scene = Scene::create();
auto layer = HelloWorld::create();
scene->addChild(layer);
return scene;
}