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Collision detection 如何在cocos2d-x中使用box2d进行碰撞检测_Collision Detection_Box2d_Cocos2d X_Marmalade - Fatal编程技术网

Collision detection 如何在cocos2d-x中使用box2d进行碰撞检测

Collision detection 如何在cocos2d-x中使用box2d进行碰撞检测,collision-detection,box2d,cocos2d-x,marmalade,Collision Detection,Box2d,Cocos2d X,Marmalade,我的两个精灵是roll和hero。我想在cocos2d-x中使用box2d检测它们的碰撞 我已经让两个精灵在屏幕上移动(自动滚动,手动英雄) 我只想调用函数intersection() 当两个精灵碰撞时。(精灵在*.h文件中全局声明) #包括“GameScene.h” #包括“HomeScene.h” 使用\u NS\u CC; CCScene*游戏场景::场景() { //“场景”是一个自动释放对象 CCScene*scene=ccscscene::node(); //“层”是一个自动释放对象

我的两个精灵是roll和hero。我想在cocos2d-x中使用box2d检测它们的碰撞 我已经让两个精灵在屏幕上移动(自动滚动,手动英雄)

我只想调用函数intersection()

当两个精灵碰撞时。(精灵在*.h文件中全局声明)

#包括“GameScene.h”
#包括“HomeScene.h”
使用\u NS\u CC;
CCScene*游戏场景::场景()
{
//“场景”是一个自动释放对象
CCScene*scene=ccscscene::node();
//“层”是一个自动释放对象
游戏场景*层=游戏场景::节点();
//将层作为子层添加到场景中
场景->添加子对象(层);
//返回现场
返回场景;
}
//在“init”中,您需要初始化实例
bool游戏场景::init()
{
//////////////////////////////
//1.超级初始化优先
如果(!CCLayerColor::initWithColor(ccc4(0,0,0255)))
{
返回false;
}
//////////////////////////////
//2.在下面添加您的代码。。。
计数=0;
寿命=3;
CCSize WinSize=CCDirector::sharedDirector()->getWinSize();
//背景
CCSprite*bg=CCSprite::spriteWithFile(“bg.png”);
背景->设置位置(CCPointZero);
bg->setAnchorPoint(CCPointZero);
bg->setScaleX(WinSize.width/460);
背景->设置比例(WinSize.height/325);
此->添加子对象(bg,0,1);
//关闭按钮
CCSprite*back=CCSprite::spriteWithFile(“close.png”);
CCSprite*back1=CCSprite::spriteWithFile(“closeS.png”);
CCMenuItemSprite*home=CCMenuItemSprite::itemFromNormalSprite(后退,后退1,此,菜单选择器(游戏场景::callNext));
CCMenu*MenuClose=CCMenu::menuWithItem(主页);
菜单关闭->设置位置(ccp(WinSize.width-20,WinSize.height-20));
这->添加子对象(菜单,5,1);
//生命偶像
CCSprite*rc=CCSprite::spriteWithFile(“rc.png”);
rc->设置位置(ccp(20,WinSize.height-20));
这个->addChild(rc,5,15);
//得分图标
CCSprite*dp=CCSprite::spriteWithFile(“dp.png”);
dp->设置位置(ccp(55,WinSize.height-20));
这个->addChild(dp,5,18);
//在任意位置插入滚轮
roll=CCSprite::spriteWithFile(“ball.png”);
int minY=(roll->getContentSize().height/2)+(WinSize.height/(4.5));
int maxY=(WinSize.height)-(滚动->获取内容大小().height/2);
int rangy=maxY-minY;
srand(时间(空));
int实际=(rand()%rangeY)+minY;
CCLOG(“实际为oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo;
滚动->设置位置(ccp(20,实际));
这->添加子对象(滚动,5,8);
//确定滚筒的速度
智力持续时间=3;
int maxDuration=7;
int rangeDuration=maxDuration-minDuration;
int actualDuration=(rand()%rangeDuration)+minDuration;
/*  
//为滚轮创建约束
float maxXX=WinSize.width-roll->getContentSize().width/2;
float minXX=roll->getContentSize().width/2;
如果(滚动->获取位置().x>maxXX)
{
滚动->设置位置(ccp(maxXX,滚动->获取位置().y));
}
否则如果(滚动->获取位置().x设置位置(ccp(minXX,滚动->获取位置().y));
}
float maxYY=WinSize.height-roll->getContentSize().height/2;
float minYY=roll->getContentSize().height/2;
如果(滚动->获取位置().y>maxYY)
{
滚动->设置位置(ccp(滚动->获取位置().x,maxYY));
}
else if(getPosition().y设置位置(ccp(滚动->获取位置().x,minYY));
}
*/
//创建滚动动作
滚动->运行操作(CCRepeatForever::actionWithAction((CCSequence*)CCSequence::actions(
CCJumpTo::actionWithDuration(实际持续时间,ccp(WinSize.width,(rand()%rangeY)+minY),(rand()%rangeY)+minY,4),
CCHide::action(),
CCMoveTo::持续时间为(0,ccp(20,(rand()%range)+minY)的操作,
CCShow::action(),
CCCallFunc::actionWithTarget(这是callfunc_选择器(游戏场景::分数)),
空);;
//显示分数
sprintf(分数,“%d”,计数);
scr=CCLabelBMFont::labelWithString(分数,“arial16.fnt”);
scr->设置位置(ccp(55,WinSize.height-20));
scr->setColor(ccc3(0,0255));
此->添加子对象(scr,50);
//展示生活
sprintf(生命标签,“%d”,生命);
lif=CCLabelBMFont::labelWithString(lifeLabel,“arial16.fnt”);
lif->设置位置(ccp(20,WinSize.height-20));
lif->setColor(ccc3(0,0255));
此->添加子对象(lif,50);
//插入动画英雄
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(“boyJog.plist”、“boyJog.png”);
CCMutableArray*proFrame=新的CCMutableArray;
hero=CCSprite::spritewithpriteframename(“boyJog1.png”);
英雄->设置位置(ccp(WinSize.width/2-30,WinSize.height/(4.5));
英雄->设置主播点(CCPointZero);
字符buff[60];
对于(inti=1;iaddObject((CCSpriteFrameCache::sharedSpriteFrameCache())->spriteFrameByName(buff));
}
cAnimation*progressAnimation=cAnimation::animationWithFrames(proFrame,0.05);
//在此处设置动画对象
CCAnimate*animate=CCAnimate::actionWithAnimation(progressAnimation,false);
英雄->runAction(CCRepeatForever::actionWithAction(动画));
英雄->设置刻度(.5);
这个孩子(英雄);
//左右按钮
CCSprite*moveRight=CCSprite::spriteWithFile(“arrowRight.png”);
CCSprite*moveLeft=CCSprite::spriteWithFile(“arrowLeft.png”);
CCSprite*moveRightS=CCSprite::spriteWithFile(“arrowRight.png”);
CCSprite*moveLeftS=CCSprite::spriteWithFile(“arrowLeft.png”);
CCMenuItemSprite*right=CCMenuItemSprite::itemFromNormalSprite(moveRight,moveRightS,this,菜单选择器(游戏场景::heroRight));
CCMenuItemSprite*left=CCMenuItemSprite::itemFromNormalSprite(moveLeft,moveLeftS,this,菜单选择器(games::heroLeft));
CCMenu*RL=CCMenu::menuWithItems(左、右、空);
RL->alignitemshorizontallywhithpadding(20);
RL->设置位置(ccp(WinSize.width-40,20));
RL->设置不透明度(1)
#include "GameScene.h"
#include "HomeScene.h"
USING_NS_CC;

CCScene* GameScene::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::node();

    // 'layer' is an autorelease object
    GameScene *layer = GameScene::node();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool GameScene::init()
{

    //////////////////////////////
    // 1. super init first
    if ( !CCLayerColor::initWithColor(ccc4(0,0,0,255) ))
    {
        return false;
    }

    //////////////////////////////
    // 2. add your codes below...
    count=0;
    life=3;
    CCSize WinSize= CCDirector::sharedDirector()->getWinSize();
    // background
    CCSprite * bg=CCSprite::spriteWithFile("bg.png");
    bg->setPosition(CCPointZero);
    bg->setAnchorPoint(CCPointZero);
    bg->setScaleX(WinSize.width/460);
    bg->setScaleY(WinSize.height/325);
    this->addChild(bg,0,1);

    //close button
    CCSprite * back=CCSprite::spriteWithFile("close.png");
    CCSprite * back1=CCSprite::spriteWithFile("closeS.png");
    CCMenuItemSprite *home=CCMenuItemSprite::itemFromNormalSprite(back,back1,this,menu_selector(GameScene::callNext));
    CCMenu *MenuClose=CCMenu::menuWithItem(home);
    MenuClose->setPosition(ccp(WinSize.width-20,WinSize.height-20));
    this->addChild(MenuClose,5,1);

    //life icon
    CCSprite * rc=CCSprite::spriteWithFile("rc.png");
    rc->setPosition(ccp(20,WinSize.height-20));
    this->addChild(rc,5,15);

    //score icon
    CCSprite * dp=CCSprite::spriteWithFile("dp.png");
    dp->setPosition(ccp(55,WinSize.height-20));
    this->addChild(dp,5,18);

    //insert roller at a random place
    roll=CCSprite::spriteWithFile("ball.png");
    int minY = (roll->getContentSize().height/2)+(WinSize.height/(4.5));
    int maxY = (WinSize.height)-  (roll->getContentSize().height/2);
    int rangeY = maxY - minY;

    srand ( time(NULL) );

    int actualY = ( rand() % rangeY ) + minY;
    CCLOG("the actualY is oooooooooooooooooooooooooooooooooooooooooooooooooooooooo %d",actualY);
    roll->setPosition(ccp(20,actualY));
    this->addChild(roll,5,8);

    // Determine speed of the roller
    int minDuration = 3;
    int maxDuration = 7;
    int rangeDuration = maxDuration - minDuration;
    int actualDuration = ( rand() % rangeDuration)+ minDuration;

/*  
//creating constraints for the roller
float maxXX = WinSize.width - roll->getContentSize().width/2;
float minXX =roll->getContentSize().width/2;
if (roll->getPosition().x > maxXX)
{
    roll->setPosition( ccp(maxXX, roll->getPosition().y)) ;
}
else if (roll->getPosition().x < minXX)
{
     roll->setPosition (ccp(minXX,roll->getPosition().y));
}


float maxYY = WinSize.height - roll->getContentSize().height/2;
float minYY = roll->getContentSize().height/2;

if (roll->getPosition().y > maxYY)
{
   roll->setPosition ( ccp(roll->getPosition().x, maxYY));
}
else if (getPosition().y < minYY)
{
   roll->setPosition( ccp(roll->getPosition().x, minYY));
}
*/


    // Create the rolling action   
    roll->runAction(CCRepeatForever::actionWithAction((CCSequence*) CCSequence::actions(
                    CCJumpTo::actionWithDuration( actualDuration,ccp(WinSize.width,( rand() % rangeY ) + minY ),( rand() % rangeY ) + minY,4 ),
                    CCHide::action(), 
                    CCMoveTo::actionWithDuration(0,ccp(20,( rand() % rangeY ) + minY)),
                    CCShow::action(), 
                    CCCallFunc::actionWithTarget( this,callfunc_selector(GameScene::scores)),
                    NULL)) );

    //displaying scores
    sprintf(score,"%d",count);  
    scr= CCLabelBMFont::labelWithString(score , "arial16.fnt");
    scr->setPosition(ccp(55,WinSize.height-20));
    scr->setColor(ccc3(0,0,255));
    this->addChild(scr,50);

    //displaying lifes
    sprintf(lifeLabel,"%d",life);   
    lif= CCLabelBMFont::labelWithString(lifeLabel , "arial16.fnt");
    lif->setPosition(ccp(20,WinSize.height-20));
    lif->setColor(ccc3(0,0,255));
    this->addChild(lif,50);

    // insert animated hero
    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("boyJog.plist","boyJog.png");

    CCMutableArray<CCSpriteFrame*> *proFrame = new CCMutableArray<CCSpriteFrame *>;
    hero = CCSprite::spriteWithSpriteFrameName("boyJog1.png");
    hero->setPosition(ccp(WinSize.width/2-30,WinSize.height/(4.5)));
    hero->setAnchorPoint(CCPointZero);

    char buff[60];
    for(int i=1;i<=13;i++)
    {
        sprintf(buff,"boyJog%d.png",i);
        proFrame->addObject( (CCSpriteFrameCache::sharedSpriteFrameCache())->spriteFrameByName(buff));
    }

    CCAnimation *progressAnimation=CCAnimation::animationWithFrames(proFrame, 0.05);

    //set animation object here
    CCAnimate *animate=CCAnimate::actionWithAnimation(progressAnimation,false); 
    hero->runAction(CCRepeatForever::actionWithAction(animate));
    hero->setScale(.5);

    this->addChild( hero);




    //left right button
    CCSprite *moveRight= CCSprite::spriteWithFile("arrowRight.png");
    CCSprite *moveLeft= CCSprite::spriteWithFile("arrowLeft.png");
    CCSprite *moveRightS= CCSprite::spriteWithFile("arrowRight.png");
    CCSprite *moveLeftS= CCSprite::spriteWithFile("arrowLeft.png");

    CCMenuItemSprite *right=CCMenuItemSprite::itemFromNormalSprite(moveRight,moveRightS,this,menu_selector(GameScene::heroRight));
    CCMenuItemSprite *left=CCMenuItemSprite::itemFromNormalSprite(moveLeft,moveLeftS,this,menu_selector(GameScene::heroLeft));
    CCMenu *RL =CCMenu::menuWithItems(left,right,NULL);

    RL->alignItemsHorizontallyWithPadding(20);
    RL->setPosition(ccp(WinSize.width-40,20));
    RL->setOpacity(150);
    this->addChild(RL);


    //jump button
    CCSprite *jump= CCSprite::spriteWithFile("arrowUp.png");
    CCSprite *jumpS= CCSprite::spriteWithFile("arrowUp.png");
    CCMenuItemSprite *mmJump=CCMenuItemSprite::itemFromNormalSprite(jump,jumpS,this,menu_selector(GameScene::heroJump));
    CCMenu *menuJump=CCMenu::menuWithItem(mmJump);
    menuJump->setPosition(ccp(20,20));

    menuJump->setOpacity(150);

    this->addChild(menuJump,5,12);




    //////////////////////////////
    return true;
}


void GameScene::callNext(CCObject *sender)
{
    CCLOG("game played");

    CCDirector::sharedDirector()->replaceScene(CCTransitionFade::transitionWithDuration(1,(HomeScene::scene())));
    //exit(1);
}

void GameScene::heroJump(CCObject *sender)
{
    CCLOG(" U");
    CCSize WinSize= CCDirector::sharedDirector()->getWinSize();
    CCPoint Pt=hero->getPosition();
    hero->runAction(CCJumpTo::actionWithDuration(1,ccp(Pt.x,WinSize.height/(4.5)),50,1));
}
void GameScene::heroLeft(CCObject *sender)
{
    CCLOG(" L");
    CCSize WinSize= CCDirector::sharedDirector()->getWinSize();
    CCPoint Pt=hero->getPosition();
    hero->runAction(CCJumpTo::actionWithDuration(1,ccp(Pt.x-30,WinSize.height/(4.5)),0,1));
    hero->setFlipX(1);
    //hero->runAction(CCRepeatForever::actionWithAction(animate));

}
void GameScene::heroRight(CCObject *sender)
{
    CCLOG(" R");
    CCSize WinSize= CCDirector::sharedDirector()->getWinSize();
    CCPoint Pt=hero->getPosition();
    hero->runAction(CCJumpTo::actionWithDuration(1,ccp(Pt.x+30,WinSize.height/(4.5)),0,1));
    hero->setFlipX(0);
    //hero->runAction(CCRepeatForever::actionWithAction(animate));
}

void GameScene::scores()
{

    count+=10;
    CCLOG("count ==========================%d",count);
    sprintf(score,"%d",count);
    scr->setString(score);
}

void GameScene::intersection()
{
    CCLOG("collided..........................................................");
}
yourFixtureDef.filter.groupIndex = -1; // for example