Cocos2d iphone 如何在iphone的box2d中制作弹性体(触发器)并对其应用物理特性?
我想做一个扳机,这样用户可以拉伸扳机并给出方向,然后扳机击中球,球就会相应地移动 球的速度和方向将取决于触发器 我是box2d的新手 请检查我想要的链接Cocos2d iphone 如何在iphone的box2d中制作弹性体(触发器)并对其应用物理特性?,cocos2d-iphone,box2d,coronasdk,game-physics,box2d-iphone,Cocos2d Iphone,Box2d,Coronasdk,Game Physics,Box2d Iphone,我想做一个扳机,这样用户可以拉伸扳机并给出方向,然后扳机击中球,球就会相应地移动 球的速度和方向将取决于触发器 我是box2d的新手 请检查我想要的链接 我不能触发,也不能在触发图像上应用物理。如何在触发体上应用物理学?以及球体将如何根据触发器移动?我实现了以下操作: HelloWorldLayer.h #import "cocos2d.h" #import "Box2D.h" #define PTM_RATIO 32.0 @interface HelloWorldLayer : CCLay
我不能触发,也不能在触发图像上应用物理。如何在触发体上应用物理学?以及球体将如何根据触发器移动?我实现了以下操作: HelloWorldLayer.h
#import "cocos2d.h"
#import "Box2D.h"
#define PTM_RATIO 32.0
@interface HelloWorldLayer : CCLayer {
b2World *_world;
b2Body *_body;
CCSprite *_ball;
CGPoint firstlocation;
CGPoint lastlocation;
b2Vec2 pre_velocity;
}
+ (id) scene;
- (void)kick;
@end
HelloWorldLayer.m
#import "HelloWorldLayer.h"
@implementation HelloWorldLayer
+ (id)scene {
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild:layer];
return scene;
}
- (id)init {
if ((self=[super init])) {
CGSize winSize = [CCDirector sharedDirector].winSize;
_ball = [CCSprite spriteWithFile:@"ball.png" rect:CGRectMake(0, 0, 52, 52)];
_ball.position = ccp(100, 100);
[self addChild:_ball];
//create world
b2Vec2 gravity = b2Vec2(0.0f, -8.0f);
_world = new b2World(gravity);
// Create ball body and shape
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(26/PTM_RATIO, 26/PTM_RATIO);
ballBodyDef.userData = _ball;
_body = _world->CreateBody(&ballBodyDef);
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 1.0f;
ballShapeDef.friction = 0.2f;
ballShapeDef.restitution = 0.8f;
_body->CreateFixture(&ballShapeDef);
//ground edge
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = _world->CreateBody(&groundBodyDef);
b2EdgeShape groundEdge;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundEdge;
//wall definitions
groundEdge.Set(b2Vec2(0,0), b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(0,0), b2Vec2(0,winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(0, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
[self schedule:@selector(tick:)];
// [self schedule:@selector(kick) interval:3.0];
self.isTouchEnabled = YES;
self.isAccelerometerEnabled = YES;
}
return self;
}
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration{
b2Vec2 gravity(acceleration.y * 30, -acceleration.x * 30);
_world->SetGravity(gravity);
}
- (void)tick:(ccTime) dt {
_world->Step(dt, 10, 1);
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *ballData = (CCSprite *)b->GetUserData();
ballData.position = ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
- (void)kick {
b2Vec2 force = b2Vec2(-30, 30);
_body->ApplyLinearImpulse(force,_body->GetPosition());
}
- (void)ccTouchesBegan:(NSSet *)touch withEvent:(UIEvent *)event {
/* b2Vec2 force = b2Vec2(-30, -30);
_body->ApplyLinearImpulse(force, _body->GetPosition());*/
UITouch *touchpoint = [touch anyObject];
firstlocation = [touchpoint locationInView:[touchpoint view]];
firstlocation = [[CCDirector sharedDirector] convertToGL:firstlocation];
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touchpoint = [touches anyObject];
lastlocation = [touchpoint locationInView:[touchpoint view]];
lastlocation = [[CCDirector sharedDirector] convertToGL:lastlocation];
//NSLog(@"start location %2f %2f",firstlocation.x,firstlocation.y);
//NSLog(@"last location %2f %2f",lastlocation.x,lastlocation.y);
GLfloat y = firstlocation.y - lastlocation.y;
GLfloat x = firstlocation.x - lastlocation.x;
GLfloat lengthOfFlick = sqrt(x*x + y*y);
NSLog(@"%2f",lengthOfFlick);
/* GLfloat basAngle = atan2(-x, -y);
GLfloat radians = (basAngle + (180/3.14));
//GLfloat angle = 180 + radians;*/
//GLfloat theta = atan2(y,x)* 180 / 3.14;
//NSLog(@"theta: %2f",theta);
float ratio = lengthOfFlick/90;
NSLog(@"%f",ratio);
if(ratio > 1){
ratio = 1;
}
NSLog(@"%f",ratio);
if(firstlocation.x > lastlocation.x){
if(firstlocation.y > lastlocation.y){
b2Vec2 force = b2Vec2((int)(45 * ratio),(int)(45 * ratio));
_body->ApplyLinearImpulse(force, _body->GetPosition());
}else{
b2Vec2 force = b2Vec2((int)( -1 * 45 * ratio), (int)(45 * ratio));
_body->ApplyLinearImpulse(force, _body->GetPosition());
}
}else{
if(firstlocation.y > lastlocation.y){
b2Vec2 force = b2Vec2((int)( -1 * 45 * ratio),(int)(45 * ratio));
_body->ApplyLinearImpulse(force, _body->GetPosition());
}else{
b2Vec2 force = b2Vec2((int)(-1* 45 * ratio),(int)(-1 * 45 * ratio));
_body->ApplyLinearImpulse(force, _body->GetPosition());
}
}
}
-(void)dealloc{
delete _world;
_body = NULL;
_world = NULL;
[super dealloc];
}
@end
或者您可以从以下位置下载此代码:4shared.com/zip/PRv8c1Pz/BOX2D.html
#import "HelloWorldLayer.h"
@implementation HelloWorldLayer
+ (id)scene {
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild:layer];
return scene;
}
- (id)init {
if ((self=[super init])) {
CGSize winSize = [CCDirector sharedDirector].winSize;
_ball = [CCSprite spriteWithFile:@"ball.png" rect:CGRectMake(0, 0, 52, 52)];
_ball.position = ccp(100, 100);
[self addChild:_ball];
//create world
b2Vec2 gravity = b2Vec2(0.0f, -8.0f);
_world = new b2World(gravity);
// Create ball body and shape
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(26/PTM_RATIO, 26/PTM_RATIO);
ballBodyDef.userData = _ball;
_body = _world->CreateBody(&ballBodyDef);
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 1.0f;
ballShapeDef.friction = 0.2f;
ballShapeDef.restitution = 0.8f;
_body->CreateFixture(&ballShapeDef);
//ground edge
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = _world->CreateBody(&groundBodyDef);
b2EdgeShape groundEdge;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundEdge;
//wall definitions
groundEdge.Set(b2Vec2(0,0), b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(0,0), b2Vec2(0,winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(0, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
[self schedule:@selector(tick:)];
// [self schedule:@selector(kick) interval:3.0];
self.isTouchEnabled = YES;
self.isAccelerometerEnabled = YES;
}
return self;
}
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration{
b2Vec2 gravity(acceleration.y * 30, -acceleration.x * 30);
_world->SetGravity(gravity);
}
- (void)tick:(ccTime) dt {
_world->Step(dt, 10, 1);
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *ballData = (CCSprite *)b->GetUserData();
ballData.position = ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
- (void)kick {
b2Vec2 force = b2Vec2(-30, 30);
_body->ApplyLinearImpulse(force,_body->GetPosition());
}
- (void)ccTouchesBegan:(NSSet *)touch withEvent:(UIEvent *)event {
/* b2Vec2 force = b2Vec2(-30, -30);
_body->ApplyLinearImpulse(force, _body->GetPosition());*/
UITouch *touchpoint = [touch anyObject];
firstlocation = [touchpoint locationInView:[touchpoint view]];
firstlocation = [[CCDirector sharedDirector] convertToGL:firstlocation];
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touchpoint = [touches anyObject];
lastlocation = [touchpoint locationInView:[touchpoint view]];
lastlocation = [[CCDirector sharedDirector] convertToGL:lastlocation];
//NSLog(@"start location %2f %2f",firstlocation.x,firstlocation.y);
//NSLog(@"last location %2f %2f",lastlocation.x,lastlocation.y);
GLfloat y = firstlocation.y - lastlocation.y;
GLfloat x = firstlocation.x - lastlocation.x;
GLfloat lengthOfFlick = sqrt(x*x + y*y);
NSLog(@"%2f",lengthOfFlick);
/* GLfloat basAngle = atan2(-x, -y);
GLfloat radians = (basAngle + (180/3.14));
//GLfloat angle = 180 + radians;*/
//GLfloat theta = atan2(y,x)* 180 / 3.14;
//NSLog(@"theta: %2f",theta);
float ratio = lengthOfFlick/90;
NSLog(@"%f",ratio);
if(ratio > 1){
ratio = 1;
}
NSLog(@"%f",ratio);
if(firstlocation.x > lastlocation.x){
if(firstlocation.y > lastlocation.y){
b2Vec2 force = b2Vec2((int)(45 * ratio),(int)(45 * ratio));
_body->ApplyLinearImpulse(force, _body->GetPosition());
}else{
b2Vec2 force = b2Vec2((int)( -1 * 45 * ratio), (int)(45 * ratio));
_body->ApplyLinearImpulse(force, _body->GetPosition());
}
}else{
if(firstlocation.y > lastlocation.y){
b2Vec2 force = b2Vec2((int)( -1 * 45 * ratio),(int)(45 * ratio));
_body->ApplyLinearImpulse(force, _body->GetPosition());
}else{
b2Vec2 force = b2Vec2((int)(-1* 45 * ratio),(int)(-1 * 45 * ratio));
_body->ApplyLinearImpulse(force, _body->GetPosition());
}
}
}
-(void)dealloc{
delete _world;
_body = NULL;
_world = NULL;
[super dealloc];
}
@end