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Scene* HelloWorld::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);//开启调试 // 'layer' is an autorelease object auto layer = HelloWorld::create(); // add layer as a child to scene layer->setPhyWorld(scene->getPhysicsWorld()); scene->addChild(layer); // return the scene return scene; }首先我们需要创建一个物理世界
auto scene = Scene::createWithPhysics();然后开启调试
scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
auto layer = HelloWorld::create(); // add layer as a child to scene layer->setPhyWorld(scene->getPhysicsWorld());添加之前还需要在头文件中加入一个函数
void setPhyWorld(PhysicsWorld *world) { m_world = world; } private: PhysicsWorld *m_world;
auto edgeSp = Sprite::create(); auto body = PhysicsBody::createEdgeBox(visibleSize,PHYSICSBODY_MATERIAL_DEFAULT,3); edgeSp->setPosition(Point(visibleSize.width / 2,visibleSize.height / 2)); edgeSp->setPhysicsBody(body); this->addChild(edgeSp); edgeSp->setTag(0); this->setTouchEnabled(true);
auto body = PhysicsBody::createEdgeBox(visibleSize,3);本句为创建一个body对象参数分别为尺寸大小,body的材质,PHYSICSBODY_MATERIAL_DEFAULT为默认的材质,3是边界宽度
this->setTouchEnabled(true);
void HelloWorld::onTouchesEnded(const std::vector<Touch*>& touches,Event* event) { for (auto touch : touches) { auto location = touch->getLocation(); addNewSpriteAtPosition(location); } }
void HelloWorld::addNewSpriteAtPosition(Point p) { auto sp = Sprite::create("c1.png"); sp->setTag(1); auto body = PhysicsBody::createBox(Size(60,70)); body->setContactTestBitmask(0xFFFFFFFF); sp->setPhysicsBody(body); sp->setPosition(p); this->addChild(sp); }
body->setContactTestBitmask(0xFFFFFFFF);
void HelloWorld::onEnter() { Layer::onEnter(); auto listener = EventListenerPhysicsContact::create(); listener->onContactBegin = [](const PhysicsContact& contact) { auto sp = (Sprite*)contact.getShapeA()->getBody()->getNode(); int tag = sp->getTag(); if (tag == 1) { Texture2D *texture = TextureCache::getInstance()->addImage("c2.png"); sp->setTexture(texture); } sp = (Sprite*)contact.getShapeB()->getBody()->getNode(); tag = sp->getTag(); if (tag == 1) { Texture2D *texture = TextureCache::getInstance()->addImage("c1.png"); sp->setTexture(texture); } return true; }; Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener,1); }
auto listener = EventListenerPhysicsContact::create();
listener->onContactBegin = [](const PhysicsContact& contact)里面只有一个参数,很多人写了两个参数,那是错误的。
auto sp = (Sprite*)contact.getShapeA()->getBody()->getNode();
auto sp = (Sprite*)contact.getShapeB()->getBody()->getNode();
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener,1);
body->setContactTestBitmask(0xFFFFFFFF);它的作用是设置物体接触时能否触发EventListenerPhysicsContact中定义的碰撞检测事件。打比方说,如果两个物体的接触测试掩码(ContactTestBitmask)执行“逻辑与”运算,如果结果为非零值,那么表明这两个物体会触发碰撞检测事件。默认值是0X00000000,表示清除所有掩码位,0XFFFFFFFF表示所有掩码位都设为1.
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