上一篇的cocos2dx游戏制作,在做素材优化和想把AI的FSM改为简单的状态&行为树,还有代码的优化
从刚开始什么都不懂写了一堆自己都看不下去的代码--比如把所有控制写在一个层超级臃肿,到稍微了解了下设计,大幅优化和观察者模式的引入.先坑下.
这篇是Box2d的测试,结果是实验了类似愤怒小鸟的抛物运动,并有留下轨迹,第二次抛蓄力的时候会显示当前轨迹和前一次的轨迹.
每一次按下会把球放在当前坐标,蓄力不会移动球,这些小改下就可以用了.几乎每句都有注释,应该不需要解释了
GameLayer.h
GameLayer.cpp
- #ifndef _GAME_LAYER_H_
- #define _GAME_LAYER_H_
- #include "cocos2d.h"
- #include <Box2D/Box2D.h>
- USING_NS_CC;
- #define SCALE_RATIO 32.0
- class GameLayer : public Layer,public b2ContactListener
- {
- public:
- GameLayer();
- ~GameLayer();
- virtual bool init();
- bool onTouchBegan(Touch* touch,Event* event);
- void onTouchMoved(Touch* touch,Event* event);
- void onTouchEnded(Touch* touch,Event* event);
- Sprite *ball;
- bool existBall;
- float ballX;
- float ballY;
- Vec2 dragOffsetStart;
- Vec2 dragOffsetEnd;
- Vec2 face;
- b2Body *ballBody;
- b2CircleShape ballShape;
- b2BodyDef ballBodyDef;
- void defineBall();
- b2World *world;
- float deltaTime;
- void addWall(float w,float h,float px,float py);
- CREATE_FUNC(GameLayer);
- void simulateTrajectory(b2Vec2 coord);
- private:
- void update(float dt);
- Sprite *points[10];
- Sprite *propoints[10];
- float powerMultiplier;
- };
- #endif
- #include "GameLayer.h"
- GameLayer::GameLayer()
- {
- }
- GameLayer::~GameLayer()
- {
- }
- bool GameLayer::init()
- {
- bool ret = false;
- do {
- CC_BREAK_IF( !Layer::init());
- auto visibleSize = Director::getInstance()->getVisibleSize();
- auto listener = EventListenerTouchOneByOne::create();
- listener->setSwallowTouches(true);
- listener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan,this);
- listener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved,this);
- listener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded,this);
- _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,this);
- existBall= false;
- ballX = 100;
- ballY = 100;
- ball =Sprite::create("ball.png");
- ball->setPosition(Vec2(ballX,ballY));
- this->addChild(ball);
- b2Vec2 gravity = b2Vec2(0.0f,-10.0f);
- world = new b2World(gravity);
- addWall(visibleSize.width,10,visibleSize.width/2,visibleSize.height);//TOP
- addWall(visibleSize.width,(visibleSize.width / 2),0); //CEIL
- addWall(10,visibleSize.height,(visibleSize.height / 2) ); //LEFT
- addWall(10,visibleSize.width,(visibleSize.height / 2) ); //RIGHT
- for (int i = 0 ; i <10; i++)
- {
- points[i] =Sprite::create("dot.png");
- this->addChild(points[i]);
- propoints[i] =Sprite::create("prodot.png");
- this->addChild(propoints[i]);
- }
- powerMultiplier=10;
- this->scheduleUpdate();
- ret = true;
- } while(0);
- return ret;
- }
- void GameLayer::update(float dt)
- {
- int positionIterations = 10; //位置迭代
- int velocityIterations = 10;//速度迭代
- deltaTime = dt;//帧时间
- world->Step(dt,velocityIterations,positionIterations);
- for (b2Body *body = world->GetBodyList(); body != NULL; body = body->GetNext()) //所有的body实体
- if (body->GetUserData()) //存在绑定的精灵
- {
- Sprite *sprite = (Sprite *) body->GetUserData();
- sprite->setPosition(Vec2(body->GetPosition().x * SCALE_RATIO,body->GetPosition().y * SCALE_RATIO)); //将其从b2Body坐标转换至Vec2坐标
- sprite->setRotation(-1 * CC_RADIANS_TO_DEGREES(body->GetAngle())); //逆时针滚动
- }
- world->ClearForces();//如果不取消上一个力将继续存在,导致此次状态不作为继续滚
- world->DrawDebugData();
- }
- bool GameLayer::onTouchBegan(Touch* touch,Event* event)
- {
- dragOffsetStart = touch->getLocation();
- if (existBall)//若是存在上一个实体球,删除它
- {
- world->DestroyBody(ballBody);
- }
- ball->setPosition(dragOffsetStart);//将ball这个精灵设置到当前坐标
- //清除原来的球的轨迹
- return true;
- }
- void GameLayer::onTouchMoved(Touch* touch,Event* event)
- {
- dragOffsetEnd = touch->getLocation();
- float distance = dragOffsetStart.getDistance(dragOffsetEnd);
- Vec2 direction = (dragOffsetStart - dragOffsetEnd).getNormalized();
- face = (distance*direction)*powerMultiplier/SCALE_RATIO;//获得与初始坐标相反的向量,弹弓的反向力
- GameLayer::simulateTrajectory(b2Vec2(face.x,face.y));//模拟轨迹
- }
- void GameLayer::onTouchEnded(Touch* touch,Event* event)
- {
- existBall = true;
- GameLayer::defineBall();
- ballBody->SetLinearVelocity(b2Vec2(face.x,face.y));
- //这个实体球存在,设定属性,设置线速度
- face = Vec2::ZERO;
- //不清除,下一次按下按键不移动也会飞
- for (int i = 0; i < 10; i++)
- {
- propoints[i]->setPosition(points[i]->getPosition());
- points[i]->setVisible(false);
- propoints[i]->setVisible(true);
- }
- }
- void GameLayer::defineBall() {
- //设置球轨迹
- ballShape.m_radius = 45 / SCALE_RATIO;//这个实体的半径
- b2FixtureDef ballFixture;//固定的设备
- ballFixture.density=10;//密度
- ballFixture.friction=0.8f;//摩擦
- ballFixture.restitution=0.6f;//恢复原状
- ballFixture.shape=&ballShape;//塑性--这个东西的形状,半径为45/像素格子大小的一个球
- ballBodyDef.type= b2_dynamicBody;//刚体的类型,在这里设置为动态物体
- ballBodyDef.userData=ball;//映射body为ball,就是将这个物理实体绑定其那个ball精灵
- ballBodyDef.position.Set(ball->getPosition().x/SCALE_RATIO,ball->getPosition().y/SCALE_RATIO);
- //坐标设定,由于Box2d中的单位是米,实际上是/PIXEL_TO_METER是一个比例尺,用来描述多少个像素对应1米,这里/SCALE_RATIO表示对应32个像素
- ballBody = world->CreateBody(&ballBodyDef);//世界创建这个ballbody
- ballBody->CreateFixture(&ballFixture);//创建设备
- ballBody->SetGravityScale(10);//设置重力规模,这个实体受重力影响
- }
- void GameLayer::addWall(float w,float py) {
- //宽,高,X坐标,Y坐标
- b2PolygonShape floorShape;//多边形
- floorShape.SetAsBox(w/ SCALE_RATIO,h/ SCALE_RATIO);//设为一个Box
- b2FixtureDef floorFixture;
- floorFixture.density=0;
- floorFixture.friction=10;
- floorFixture.restitution=0.5;
- floorFixture.shape=&floorShape;//以上设定这个的物理属性
- b2BodyDef floorBodyDef;
- floorBodyDef.position.Set(px/ SCALE_RATIO,py/ SCALE_RATIO);//放置坐标
- b2Body *floorBody = world->CreateBody(&floorBodyDef);
- floorBody->CreateFixture(&floorFixture);
- //通过定义一个多边形确定了一个区域作为墙,没有绑定精灵图片所以是透明,如果绑定某燃烧火焰anmiation的话可以做成火墙等...
- }
- void GameLayer::simulateTrajectory(b2Vec2 coord)//模拟轨迹
- {
- GameLayer::defineBall();//定义球的实体
- ballBody->SetLinearVelocity(b2Vec2(coord.x,coord.y));//设置线速度为X
- for (int i = 0; i < 10; i++)
- {
- world->Step(deltaTime,10);
- points[i]->setPosition(Vec2(ballBody->GetPosition().x*SCALE_RATIO,ballBody->GetPosition().y*SCALE_RATIO));
- //设置每一个轨迹小球应该在的地方
- points[i]->setVisible(true);
- }
- world->ClearForces();//清除世界的力
- world->DestroyBody(ballBody);//摧毁这个实体
- //轨迹模拟需要通过原来定义的球的实体模拟获得,每次模拟之后删除
- }
效果图:
资源: