cocos2d-x 3.0加载PhysicsEditor生成plist的加载器并生成CCPhysicsBody

来源:互联网 发布:上海二手房数据 编辑:程序博客网 时间:2024/05/16 01:39

一、环境:

        cocos2d-x 3.0

        PhysicsEditor 1.0.10

二、cocos2d-x 3.0 篇:

       从cocos2d-x 3.0 可以在scene 中直接添加物理世界后,开发物理效果的2d游戏相对轻松多了。可是编辑多边形的body 就成了问题,之前-x 2.x 版的PE loader 没有目前 CCPhysicsBody 的封装。本人就参考 之前的-x 2.x 版的loader 写了一个-x 3.x 版的PE laoder  ,加载 chipmunk shapes ,并根据图片名 获得CCPhysicsBody。

测试代码如下:     

#include "HelloWorldScene.h"#include "VisibleRect.h"#include "ResourcesPath.h"#include "PEShapeCache_X3_0.h"USING_NS_CC;static const int DRAG_BODYS_TAG = 0x79;static const int DRAG_BODYS_TAG_Y = 0x80;static const int DRAG_BODYS_TAG1 = 0x81;Scene *HelloWorld::createScene(){    auto scene = Scene::createWithPhysics();    auto layer = HelloWorld::create();    scene->addChild(layer);    //    Device::setAccelerometerEnabled(true);    return scene;}void HelloWorld::onEnter(){    Layer::onEnter();    //初始化父节点    _scene = dynamic_cast<Scene *>(this->getParent());    //注册触摸监听器    auto touchListener = EventListenerTouchOneByOne::create();    touchListener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);    touchListener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this);    touchListener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);    _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);    //    auto accListener = EventListenerAcceleration::create(CC_CALLBACK_2(HelloWorld::onAcceleration, this));初始一个重力感应监听    //    _eventDispatcher->addEventListenerWithSceneGraphPriority(accListener, this);注册重力感应监听    //设置物理世界    _scene->getPhysicsWorld()->setGravity(Vect(0, 0));                        //设置重力    _scene->getPhysicsWorld()->setSpeed(1.0f);                                //物理世界速度 速度越快刚体越快    _scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); //绘制调试绘制                                                                              //添加拼图模板图片    auto bg = Sprite::create(shizi_di_png);    bg->setPosition(VisibleRect::center());    this->addChild(bg);        PEShapeCache::getInstance()->addBodysWithFile(buttonsbodys_plist);            this->addPhysicsSprite();}void HelloWorld::addPhysicsSprite(){    //    _scene->getPhysicsWorld()->setUpdateRate(5.0f);    // wall 添加物理边境    Size size = VisibleRect::getVisibleRect().size;    auto wall = Node::create();    //给节点添加静态矩形刚体(PhysicsBody)并带材质(PhysicsMaterial)    wall->setPhysicsBody(PhysicsBody::createEdgeBox(Size(size.width - 5, size.height - 5), PhysicsMaterial(0.1f, 1.0f, 1.0f)));    //    wall->getPhysicsBody()->setDynamic(false);//设置为静态刚体(Edge    //    wall->getPhysicsBody()->setEnable(false);    wall->getPhysicsBody()->setGroup(1); //组编号    /**一个body的CategoryBitmask和另一个body的ContactTestBitmask的逻辑与的结果不等于0时,接触事件将被发出,否则不发送。     *一个body的CategoryBitmask和另一个body的CollisionBitmask的逻辑与结果不等于0时,他们将碰撞,否则不碰撞     */    //    wall->getPhysicsBody()->setCategoryBitmask(0x03);//  0011  碰撞系数编号    //    wall->getPhysicsBody()->setContactTestBitmask(0x03);// 0001        碰撞检测编号    //    wall->getPhysicsBody()->setCollisionBitmask(0x01);// 0001          碰撞编号    wall->setPosition(VisibleRect::center()); //位置可见区域中心    this->addChild(wall);            //多纳的头    auto tou = Sprite::create(shizi_tou_png);//    tou->setPhysicsBody(PhysicsBody::createCircle(271, PhysicsMaterial(1000.1f, 0.0f, 1.0f)));//添加半径为271动态圆形刚体 并赋予材质密度1000.1f 反弹力0.0f 摩擦力1.0f    auto toubody = PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_tou");    tou->setPhysicsBody(toubody);    tou->getPhysicsBody()->setTag(DRAG_BODYS_TAG);//给刚体设置标签    tou->getPhysicsBody()->setMass(0.1);//刚体设置质量    tou->getPhysicsBody()->setGroup(2);//刚体组编号    tou->getPhysicsBody()->setCategoryBitmask(0x01);    //  0001    tou->getPhysicsBody()->setContactTestBitmask(0x01); // 0001    tou->getPhysicsBody()->setCollisionBitmask(0x01);   // 0001    //    tou->getPhysicsBody()->setDynamic(false); 动态刚体是可以设置为静态    tou->getPhysicsBody()->setRotationEnable(false); //设置不可旋转刚体 碰撞后也不会旋转刚体        //    tou->getPhysicsBody()->setGravityEnable(false);//设置是否接受重力影响    tou->getPhysicsBody()->setLinearDamping(3.0f); //设置线性阻尼系数 理论是0-1 但是可以大于1 值越大惯性越小    this->addChild(tou);    tou->setPosition(VisibleRect::center());    auto touyingzi = Node::create();    touyingzi->setPhysicsBody(PhysicsBody::createCircle(271, PhysicsMaterial(1000.1f, 0.0f, 1.0f)));    touyingzi->getPhysicsBody()->setTag(DRAG_BODYS_TAG_Y);            //多纳的身子        //PhysicsShapePolygon 是通过点数组来构建不规则的凸多边形;用工具PhysicsEditor 编辑shap 让后导出Chipmunk 格式的plist 中的数据 注:PhysicsEditor Relative为锚点Anchor  设置为cocos默认值(0.5,0.5)才行 ,    auto shengzi = Sprite::create(shizi_shenzi_png);//    auto shengzibody = PhysicsBody::create();//    Point vert1[3] = {Point(109.50000, 71.00000), Point(14.00000, 77.00000), Point(117.50000, 147.00000)};//    shengzibody->addShape(PhysicsShapePolygon::create(vert1, 3, PhysicsMaterial(0.1f, 0.0f, 1.0f)));//    Point vert2[6] = {Point(-130.50000, -154.00000), Point(-120.50000, 46.00000), Point(-67.50000, 102.00000), Point(14.00000, 77.00000), Point(-4.00000, -93.00000), Point(-63.00000, -178.50000)};//    shengzibody->addShape(PhysicsShapePolygon::create(vert2, 6, PhysicsMaterial(0.1f, 0.0f, 1.0f)));//    Point vert3[6] = {Point(138.50000, 18.00000), Point(110.50000, -177.00000), Point(51.50000, -175.00000), Point(-4.00000, -93.00000), Point(14.00000, 77.00000), Point(109.50000, 71.00000)};//    shengzibody->addShape(PhysicsShapePolygon::create(vert3, 6, PhysicsMaterial(0.1f, 0.0f, 1.0f)));//    Point vert4[4] = {Point(-67.50000, 102.00000), Point(-55.00000, 172.50000), Point(-54.00000, 172.50000), Point(14.00000, 77.00000)};//    shengzibody->addShape(PhysicsShapePolygon::create(vert4, 4, PhysicsMaterial(0.1f, 0.0f, 1.0f)));        auto shengzibody = PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_shenzi");    shengzi->setPhysicsBody(shengzibody);    shengzibody->setTag(DRAG_BODYS_TAG1);    shengzibody->setRotationEnable(false);    shengzibody->setGroup(2);    shengzibody->setMass(0.1);    shengzibody->setCategoryBitmask(0x02);    //0010    shengzibody->setContactTestBitmask(0x02); //0010    shengzibody->setCollisionBitmask(0x02);   //0010    shengzibody->setLinearDamping(3.0f);    this->addChild(shengzi);    shengzi->setPosition(VisibleRect::bottom() - Point(0, -300));    //    auto contactListener = EventListenerPhysicsContactWithBodies::create(tou->getPhysicsBody(), shengzi->getPhysicsBody());    //    contactListener->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this);    //    _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);                //多纳的头    auto b1 = Sprite::create(shizi_youshou_png);    b1->setPhysicsBody(PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_youshou"));    b1->setPosition(VisibleRect::center()+Point(300,0));    b1->getPhysicsBody()->setTag(1);    b1->getPhysicsBody()->setRotationEnable(false);    this->addChild(b1);    auto b2 = Sprite::create(shizi_zuoshou_png);    b2->setPhysicsBody(PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_zuoshou"));    b2->setPosition(VisibleRect::center()-Point(300,0));    b2->getPhysicsBody()->setRotationEnable(false);    b2->getPhysicsBody()->setTag(1);    this->addChild(b2);                    // LabelTTF    auto label2 = LabelTTF::create("多纳小狮子爱学习", "Arial", 64);    label2->setPhysicsBody(PhysicsBody::createBox(label2->getBoundingBox().size, PhysicsMaterial(0.1f, 0.0f, 1.0f)));    label2->getPhysicsBody()->setTag(1);//    label2->getPhysicsBody()->setRotationEnable(false);    label2->setPosition(VisibleRect::center()+Point(0,300));    addChild(label2, 0);        PEShapeCache::getInstance()->removeBodysWithWithFile(buttonsbodys_plist);            //注册碰撞检测监听    auto contactListener1 = EventListenerPhysicsContact::create();    contactListener1->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this);    contactListener1->onContactPostSolve = CC_CALLBACK_2(HelloWorld::onContactPostSolve, this);    _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener1, this);}void HelloWorld::onContactPostSolve(PhysicsContact &contact, const PhysicsContactPostSolve &solve){    CCLOG("%s", "################## onContactPostSolve");}bool HelloWorld::onContactBegin(PhysicsContact &contact){    CCLOG("%s", "################## onContactBegin");    return true; // contact.getContactData()->normal.y < 0;}void HelloWorld::onAcceleration(Acceleration *acc, Event *event){    static float prevX = 0, prevY = 0;#define kFilterFactor 0.05f    float accelX = (float)acc->x * kFilterFactor + (1 - kFilterFactor) * prevX;    float accelY = (float)acc->y * kFilterFactor + (1 - kFilterFactor) * prevY;    prevX = accelX;    prevY = accelY;    auto v = Point(accelX, accelY);    v = v * 200;    if (_scene != nullptr)    {        _scene->getPhysicsWorld()->setGravity(v);    }}bool HelloWorld::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *event){    CCLOG("%s", "touch");    auto location = touch->getLocation();    auto arr = _scene->getPhysicsWorld()->getShapes(location);//从物理世界得到多边形    PhysicsBody *body = nullptr;    for (auto &obj : arr)    {        if ((obj->getBody()->getTag() & DRAG_BODYS_TAG) != 0) //得到刚体        {            body = obj->getBody();            break;        }    }    if (body != nullptr)    {            //创建一个刚体        Node *mouse = Node::create();        mouse->setPhysicsBody(PhysicsBody::create(PHYSICS_INFINITY, PHYSICS_INFINITY));        mouse->getPhysicsBody()->setDynamic(false);        mouse->setPosition(location);        this->addChild(mouse);        body->setLinearDamping(0.0f);            //用图钉关节与点中刚体绑定 赋予力 可以拖动        PhysicsJointPin *joint = PhysicsJointPin::construct(mouse->getPhysicsBody(), body, location);        joint->setMaxForce(5000.0f * body->getMass());        _scene->getPhysicsWorld()->addJoint(joint);        _mouses.insert(std::make_pair(touch->getID(), mouse));        return true;    }    return false;}void HelloWorld::onTouchMoved(Touch *touch, Event *event){    auto it = _mouses.find(touch->getID());    if (it != _mouses.end())    {        it->second->setPosition(touch->getLocation());    }}void HelloWorld::onTouchEnded(Touch *touch, Event *event){    auto it = _mouses.find(touch->getID());    if (it != _mouses.end())    {        this->removeChild(it->second);        _mouses.erase(it);    }            //增加摩擦阻尼 减小惯性    PhysicsBody *body = _scene->getPhysicsWorld()->getBody(DRAG_BODYS_TAG);    if (body != nullptr)    {        body->setLinearDamping(2.5f);    }    PhysicsBody *body1 = _scene->getPhysicsWorld()->getBody(DRAG_BODYS_TAG1);    if (body1 != nullptr)    {        body1->setLinearDamping(2.5f);    }}void HelloWorld::menuCloseCallback(Ref *pSender){#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)    MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.", "Alert");    return;#endif    Director::getInstance()->end();#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)    exit(0);#endif}

效果如下:

     

  







三、demo 和 库下载 

Github 传送门:https://github.com/baibai2013/PhysicsEditor-Loader-for-cocos2d-x-3.0


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