Cocos2d x 如何在层中访问物理世界
我需要在层中的两个实体之间创建关节。将在物理世界中添加接头。如何访问层中的物理世界?我的JavaScript实现。希望这会有帮助Cocos2d x 如何在层中访问物理世界,cocos2d-x,game-physics,cocos2d-x-3.0,chipmunk,Cocos2d X,Game Physics,Cocos2d X 3.0,Chipmunk,我需要在层中的两个实体之间创建关节。将在物理世界中添加接头。如何访问层中的物理世界?我的JavaScript实现。希望这会有帮助 var space; function initPhysics() { space = new cp.Space(); space.gravity = cp.v(0, -800); space.iterations = 30; space.sleepTimeThreshold = Infinity; space.collisi
var space;
function initPhysics() {
space = new cp.Space();
space.gravity = cp.v(0, -800);
space.iterations = 30;
space.sleepTimeThreshold = Infinity;
space.collisionSlop = Infinity;
}
function addJoints() {
chainTableJoint1 = new cp.PivotJoint(chainEnd1, tableBackBody, cp.v.add(cp.v(chainEnd1.getPos().x, tableBackNode.getPosition().y + (tableBackNode.getContentSize().height * 0.5)), boxOffset));
chainTableJoint2 = new cp.PivotJoint(chainEnd2, tableBackBody, cp.v.add(cp.v(chainEnd2.getPos().x, tableBackNode.getPosition().y + (tableBackNode.getContentSize().height * 0.5)), boxOffset));
space.addConstraint(chainTableJoint1);
space.addConstraint(chainTableJoint2);
}
您有四种选择:
1)覆盖层::oneter()或onentertTransitiondFinish()
方法然后从主题访问,如下所示:
Layer::onEnter(){
Layer::onEnter();
auto world = _director->getRunningScene()->getPhysicsWorld();
}
Scene* GameScene::createScene()
{
auto layer = new (std::nothrow) GameScene;
if (layer)
{
auto scene = Scene::createWithPhysics();
layer->autorelease();
scene->addChild(layer);
if (layer->init()) return scene;
}
CC_SAFE_DELETE(layer);
return nullptr;
}
// then in Layer::init() you do this:
Layer::init(){
auto world = _director->getRunningScene()->getPhysicsWorld();
}
NS_CC_BEGIN
class cocos2d::Scene;
private:
cocos2d::PhysicsWorld* _myPhysicsWorld;
friend class Scene;
public:
cocos2d::PhysicsWorld* getWorld() const{
return _myPhysicsWorld;
};
Layer::init(){
auto physicsManager = PhysicsManager::createWorld(this->getScene());
auto world = physicsManager->getWorld();
}
2)创建一个自定义的Layer::createScene()方法,然后像这样从Layer::init()访问:
Layer::onEnter(){
Layer::onEnter();
auto world = _director->getRunningScene()->getPhysicsWorld();
}
Scene* GameScene::createScene()
{
auto layer = new (std::nothrow) GameScene;
if (layer)
{
auto scene = Scene::createWithPhysics();
layer->autorelease();
scene->addChild(layer);
if (layer->init()) return scene;
}
CC_SAFE_DELETE(layer);
return nullptr;
}
// then in Layer::init() you do this:
Layer::init(){
auto world = _director->getRunningScene()->getPhysicsWorld();
}
NS_CC_BEGIN
class cocos2d::Scene;
private:
cocos2d::PhysicsWorld* _myPhysicsWorld;
friend class Scene;
public:
cocos2d::PhysicsWorld* getWorld() const{
return _myPhysicsWorld;
};
Layer::init(){
auto physicsManager = PhysicsManager::createWorld(this->getScene());
auto world = physicsManager->getWorld();
}
3)向控制器添加PhysicsWorld getter方法(包括一些库代码自定义):
首先转到CCDirector.h,然后在NS_CC_BEGIN下添加场景类的前向声明,如下所示:
Layer::onEnter(){
Layer::onEnter();
auto world = _director->getRunningScene()->getPhysicsWorld();
}
Scene* GameScene::createScene()
{
auto layer = new (std::nothrow) GameScene;
if (layer)
{
auto scene = Scene::createWithPhysics();
layer->autorelease();
scene->addChild(layer);
if (layer->init()) return scene;
}
CC_SAFE_DELETE(layer);
return nullptr;
}
// then in Layer::init() you do this:
Layer::init(){
auto world = _director->getRunningScene()->getPhysicsWorld();
}
NS_CC_BEGIN
class cocos2d::Scene;
private:
cocos2d::PhysicsWorld* _myPhysicsWorld;
friend class Scene;
public:
cocos2d::PhysicsWorld* getWorld() const{
return _myPhysicsWorld;
};
Layer::init(){
auto physicsManager = PhysicsManager::createWorld(this->getScene());
auto world = physicsManager->getWorld();
}
然后转到Director类的private部分,添加以下两行:
Layer::onEnter(){
Layer::onEnter();
auto world = _director->getRunningScene()->getPhysicsWorld();
}
Scene* GameScene::createScene()
{
auto layer = new (std::nothrow) GameScene;
if (layer)
{
auto scene = Scene::createWithPhysics();
layer->autorelease();
scene->addChild(layer);
if (layer->init()) return scene;
}
CC_SAFE_DELETE(layer);
return nullptr;
}
// then in Layer::init() you do this:
Layer::init(){
auto world = _director->getRunningScene()->getPhysicsWorld();
}
NS_CC_BEGIN
class cocos2d::Scene;
private:
cocos2d::PhysicsWorld* _myPhysicsWorld;
friend class Scene;
public:
cocos2d::PhysicsWorld* getWorld() const{
return _myPhysicsWorld;
};
Layer::init(){
auto physicsManager = PhysicsManager::createWorld(this->getScene());
auto world = physicsManager->getWorld();
}
然后转到Director类的public部分,添加如下getter方法:
Layer::onEnter(){
Layer::onEnter();
auto world = _director->getRunningScene()->getPhysicsWorld();
}
Scene* GameScene::createScene()
{
auto layer = new (std::nothrow) GameScene;
if (layer)
{
auto scene = Scene::createWithPhysics();
layer->autorelease();
scene->addChild(layer);
if (layer->init()) return scene;
}
CC_SAFE_DELETE(layer);
return nullptr;
}
// then in Layer::init() you do this:
Layer::init(){
auto world = _director->getRunningScene()->getPhysicsWorld();
}
NS_CC_BEGIN
class cocos2d::Scene;
private:
cocos2d::PhysicsWorld* _myPhysicsWorld;
friend class Scene;
public:
cocos2d::PhysicsWorld* getWorld() const{
return _myPhysicsWorld;
};
Layer::init(){
auto physicsManager = PhysicsManager::createWorld(this->getScene());
auto world = physicsManager->getWorld();
}
这是对CCDirector.h文件中所做更改的概述:
// CCDirector.h
NS_CC_BEGIN
// 1
class cocos2d::Scene;
class Director : public Ref{
public:
//2
cocos2d::PhysicsWorld* getWorld() const{
return _myPhysicsWorld;
};
private:
// 3
cocos2d::PhysicsWorld* _myPhysicsWorld;
friend class cocos2d::Scene;
};
NS_CC_END
因此,在这之后,我们转到CCScene.cpp,进入一个具有此签名(bool Scene::initWithPhysics())的方法,您将发现一个对PhysicsWorld::construct(this)的调用,该添加正好在该方法之后,调用此行:
_director->_myPhysicsWorld = _physicsWorld;
这应该是我们在CCScene.cpp中所做工作的概述:
// CCScene.cpp
class Scene : public Node{
bool Scene::initWithPhysics(){
_physicsWorld = PhysicsWorld::construct(this);
// 4 since Director is a singleton class, we can access its instance from anywhere
_director->_myPhysicsWorld = _physicsWorld;
}
};
现在,只要在任何地方调用Scene::createWithPhysics(),控制器就会获得PhysicsWorld指针的副本,可以使用我们的控制器getWorld()方法随时随地访问该指针!!(因为导演是一个单身汉,你知道)这一切都不会让用户看到“我的物理世界”,这意味着他只能从外部阅读“我的物理世界”
4)创建自己的自定义PhysicsWorld类,因为PhysicsWorld::construct()受到保护,这意味着它可以很容易地继承
// PhysicsManager.h
class PhysicsManager : public cocos2d::PhysicsWorld
{
public:
static PhysicsManager* createWorld(cocos2d::Scene* scene) {
_myPhysicsWorld = PhysicsWorld::construct(scene);
}
PhysicsWorld* getWorld() const { return _myPhysicsWorld; }
private:
static cocos2d::PhysicsWorld* _myPhysicsWorld;
};
//PhysicsManager.cpp
PhysicsManager::PhysicsWorld* _myPhysicsWorld;
现在您可以这样使用它:
Layer::onEnter(){
Layer::onEnter();
auto world = _director->getRunningScene()->getPhysicsWorld();
}
Scene* GameScene::createScene()
{
auto layer = new (std::nothrow) GameScene;
if (layer)
{
auto scene = Scene::createWithPhysics();
layer->autorelease();
scene->addChild(layer);
if (layer->init()) return scene;
}
CC_SAFE_DELETE(layer);
return nullptr;
}
// then in Layer::init() you do this:
Layer::init(){
auto world = _director->getRunningScene()->getPhysicsWorld();
}
NS_CC_BEGIN
class cocos2d::Scene;
private:
cocos2d::PhysicsWorld* _myPhysicsWorld;
friend class Scene;
public:
cocos2d::PhysicsWorld* getWorld() const{
return _myPhysicsWorld;
};
Layer::init(){
auto physicsManager = PhysicsManager::createWorld(this->getScene());
auto world = physicsManager->getWorld();
}
记住,如果你想的话,你甚至可以把它变成一个单例类
编辑:
我忘了提到这里还有一个很好的解决方案: