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cocos2d-x 3.0 PhysicsEditor 加载plist PEShapeCache_X3_0

发布时间:2020-12-14 14:16:12 所属栏目:百科 来源:网络整理
导读:转载来自http://www.58player.com/blog-2479-100819.html 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

转载来自http://www.58player.com/blog-2479-100819.html

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(271,1.0f)));
        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(vert1,3,1.0f)));
    //    Point vert2[6] = {Point(-130.50000,-154.00000),Point(-120.50000,46.00000),Point(-67.50000,102.00000),Point(-4.00000,-93.00000),Point(-63.00000,-178.50000)};
    //    shengzibody->addShape(PhysicsShapePolygon::create(vert2,6,1.0f)));
    //    Point vert3[6] = {Point(138.50000,18.00000),Point(110.50000,-177.00000),Point(51.50000,-175.00000),Point(109.50000,71.00000)};
    //    shengzibody->addShape(PhysicsShapePolygon::create(vert3,1.0f)));
    //    Point vert4[4] = {Point(-67.50000,Point(-55.00000,172.50000),Point(-54.00000,77.00000)};
    //    shengzibody->addShape(PhysicsShapePolygon::create(vert4,4,1.0f)));

        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,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
    }`

三、demo 和 库下载

Github 传送门:

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

(编辑:李大同)

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