1 加入Box2D相关的库
步骤1:右击项目所在的解决方式à加入—>现有项目àE:\Installed\cocos2d-x-3.2\cocos2d-x-3.2\external\Box2D\proj.win32\Box2D.vcxproj
步骤2:右击项目à生成依赖项à项目依赖项à将关于libBox2D的复选框选中
步骤3:为项目加入libBox2D的库
方法:右击项目à属性à链接器à输入—>附加依赖项à编辑,加入上libBox2d.lib,à确定
案例说明:
1.编写T32.h
#ifndef __T32_H__
#define __T32_H__
#include "cocos2d.h"
USING_NS_CC;
#define winSize Director::getInstance()->getWinSize()
#define CCLog cocos2d::log
#endif
2.编写TBack.h
#ifndef __TBack_H__
#define __TBack_H__
#include "T32.h"
class TBack : public Layer
{
public:
CREATE_FUNC(TBack);
bool init();
};
#endif
3编写TBack.cpp
#include "TBack.h"
bool TBack::init()
{
Layer::init();
setLocalZOrder(100);
Menu* menu = Menu::create();
MenuItemImage* item = MenuItemImage::create("CloseNormal.png", "CloseSelected.png",
[](Ref*){
Director::getInstance()->popScene();
});
menu->addChild(item);
item->setPosition(winSize.width / 2 - item->getBoundingBox().size.width / 2,
item->getBoundingBox().size.height / 2 - winSize.height / 2);
addChild(menu);
return true;
}
4.编写T06Box2D.h
#ifndef __T06Box2D_H__
#define __T06Box2D_H__
#include "T32.h"
#include "Box2D/Box2D.h"
class T06Box2D : public Layer
{
public:
CREATE_FUNC(T06Box2D);
bool init();
b2World* _world;
b2Body* _bat;
void update(float);
};
#endif
5编写:T06Box2D.cpp
#include "T06Box2D.h"
#define PTM_RATIO 32.0f
bool T06Box2D::init()
{
Layer::init();
//创建世界,后面的-9.8表示向下的重力加速度为9.8
//b2Vec2 gravity(0,-9.8f);
//这个表示没有重力加速度
b2Vec2 gravity(0,0.0f);
_world = new b2World(gravity);
{
b2BodyDef def;
//这里是一个动态的body,默认是静态的body
def.type = b2_dynamicBody;
//设置位置。要转换成重力场中的位置要除以PTM_RATIO
def.position.Set(winSize.width / 2 / PTM_RATIO, winSize.height / 2 / PTM_RATIO);
b2Body* body = _world->CreateBody(&def);
//让body受力
body->SetLinearVelocity(b2Vec2(10,20));
//显示body的精灵
Sprite* sprite = Sprite::create("CloseNormal.png");
addChild(sprite);
sprite->setPosition(body->GetPosition().x*PTM_RATIO, body->GetPosition().y*PTM_RATIO);
//设置body的形状,让它和sprite相一致,是圆形的
b2CircleShape shape;
//设置半径
shape.m_radius = sprite->getContentSize().width / 2 / PTM_RATIO;
//后面的一个參数表示的是密度系数
b2Fixture* fixture = body->CreateFixture(&shape, 1.0f);
//设置摩擦系统
fixture->SetFriction(0.0f);
//弹性系数
fixture->SetRestitution(1.0f);
//关联body和精灵
body->SetUserData(sprite);
}
//加个地板
{
b2BodyDef def;
// def.position.Set(0, 0);
b2Body* body = _world->CreateBody(&def);
//设置边界类型的形状
b2EdgeShape shape;
//设置地板的開始点和结束点
shape.Set(b2Vec2(0, 0), b2Vec2(winSize.width / PTM_RATIO, 0));
b2Fixture* fixture = body->CreateFixture(&shape, 1.0f);
//设置摩擦系数
fixture->SetFriction(0.0f);
//设置弹性系数
fixture->SetRestitution(1.0f);
}
//加个天花板
{
b2BodyDef def;
def.position.Set(0, winSize.height / PTM_RATIO);
b2Body* body = _world->CreateBody(&def);
b2EdgeShape shape;
shape.Set(b2Vec2(0, 0), b2Vec2(winSize.width / PTM_RATIO, 0));
b2Fixture* fixture = body->CreateFixture(&shape, 1.0f);
//摩擦系统
fixture->SetFriction(0.0f);
//弹性系数
fixture->SetRestitution(1.0f);
}
//左挡板
{
b2BodyDef def;
//def.position.Set(0, winSize.height / PTM_RATIO);
b2Body* body = _world->CreateBody(&def);
b2EdgeShape shape;
shape.Set(b2Vec2(0, 0), b2Vec2(0, winSize.height / PTM_RATIO));
b2Fixture* fixture = body->CreateFixture(&shape, 1.0f);
fixture->SetFriction(0.0f); //摩擦系统
fixture->SetRestitution(1.0f); //弹性系数
}
//右挡板
{
b2BodyDef def;
def.position.Set(winSize.width / PTM_RATIO, 0);
b2Body* body = _world->CreateBody(&def);
b2EdgeShape shape;
shape.Set(b2Vec2(0, 0), b2Vec2(0, winSize.height / PTM_RATIO));
b2Fixture* fixture = body->CreateFixture(&shape, 1.0f);
//摩擦系数
fixture->SetFriction(0.0f);
//弹性系数
fixture->SetRestitution(1.0f);
}
//球拍
{
b2BodyDef def;
def.position.Set(winSize.width / 2 / PTM_RATIO, winSize.height / 4 / PTM_RATIO);
b2Body* body = _world->CreateBody(&def);
_bat = body;
Sprite* sprite = Sprite::create("bat.png");
body->SetUserData(sprite);
addChild(sprite);
sprite->setPosition(body->GetPosition().x*PTM_RATIO, body->GetPosition().y*PTM_RATIO);
Size batSize = Size(100,30);
Size content = sprite->getContentSize();
sprite->setScale(batSize.width / content.width, batSize.height / content.height);
b2PolygonShape shape;
shape.SetAsBox(batSize.width / 2 / PTM_RATIO, batSize.height / 2 / PTM_RATIO);
b2Fixture* fixture = body->CreateFixture(&shape, 1.0f);
//摩擦系统
fixture->SetFriction(0.0f);
//弹性系统
fixture->SetRestitution(1.0f);
//touch
EventListenerTouchOneByOne* ev = EventListenerTouchOneByOne::create();
ev->onTouchBegan = [](Touch*, Event*){ return true; };
ev->onTouchMoved = [&](Touch* touch, Event*){
float dx = touch->getDelta().x / PTM_RATIO;
b2Vec2 pos = _bat->GetPosition();
pos.x += dx;
//以下的函数等价于setPosition()
_bat->SetTransform(pos, 0);
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(ev, this);
}
scheduleUpdate();
return true;
}
void T06Box2D::update(float dt)
{
//时间在流逝
_world->Step(dt, 8, 1);
//遍历这个世界的body
b2Body* body = _world->GetBodyList();
while (body)
{
//设置body相关的精灵的位置
Sprite* sprite = (Sprite*)body->GetUserData();
if (sprite)
{
sprite->setPosition(body->GetPosition().x*PTM_RATIO, body->GetPosition().y*PTM_RATIO);
sprite->setRotation(body->GetAngle()*180.0 / M_PI);
}
body = body->GetNext();
}
}
6.编写TMenu.h
#ifndef __TMenu_H__
#define __TMenu_H__
#include "T32.h"
class TMenu : public Layer
{
public:
CREATE_FUNC(TMenu);
bool init();
bool TouchBegan(Touch*, Event*);
};
#endif
7. 编写:TMenu.cpp
#include "TMenu.h"
#include "TBack.h"
#include "T01CPP11.h"
#include "T02Vector.h"
#include "T03Map.h"
#include "T04Label.h"
#include "T06Box2D.h"
static const char* title[] = {
"T01CPP11",
"T02Vector",
"T03Map",
"T04Label",
"T06Box2D"
};
bool TMenu::init()
{
Layer::init();
Menu* menu = Menu::create();
addChild(menu);
for (int i = 0; i < sizeof(title) / sizeof(*title); ++i)
{
MenuItemFont* item = MenuItemFont::create(title[i], [](Ref* sender){
MenuItem* item = (MenuItem*)sender;
int i = item->getTag()-1000;
Layer* l = NULL;
if (title[i] == "T01CPP11") l = T01CPP11::create();
if (title[i] == "T02Vector") l = T02Vector::create();
if (title[i] == "T03Map") l = T03Map::create();
if (title[i] == "T04Label") l = T04Label::create();
if (title[i] == "T06Box2D") l = T06Box2D::create();
if (l)
{
TBack* b = TBack::create();
Scene* s = Scene::create();
s->addChild(b);
s->addChild(l);
Director::getInstance()->pushScene(s);
}
});
menu->addChild(item);
item->setTag(1000 + i);
}
menu->alignItemsVertically();
// 触摸
auto ev = EventListenerTouchOneByOne::create();
#if 0
ev->onTouchBegan = [](Touch*, Event*){
return true;
};
#endif
//ev->onTouchBegan = std::bind(&TMenu::TouchBegan, this, std::placeholders::_1, std::placeholders::_2);
ev->onTouchBegan = CC_CALLBACK_2(TMenu::TouchBegan, this);
ev->onTouchMoved = [&](Touch* touch, Event*){
setPositionY(getPositionY() + touch->getDelta().y);
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(ev, this);
return true;
}
bool TMenu::TouchBegan(/*TMEnu* this, */Touch*, Event*)
{
return true;
}
8.编写AppDelegate.cpp
#include "AppDelegate.h"
#include "TMenu.h"
#include "TBack.h"
USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLView::create("My Game");
glview->setFrameSize(480, 320);
director->setOpenGLView(glview);
}
glview->setDesignResolutionSize(480, 320, ResolutionPolicy::EXACT_FIT);
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
auto scene = Scene::create();
scene->addChild(TMenu::create());
scene->addChild(TBack::create());
// run
director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
执行效果:
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