Cocos2D-Android-1之源码详解:5.Box2dTest
package org.cocos2d.tests; import java.util.Iterator; import org.cocos2d.actions.UpdateCallback; import org.cocos2d.config.ccMacros; import org.cocos2d.events.CCTouchDispatcher; import org.cocos2d.layers.CCLayer; import org.cocos2d.layers.CCScene; import org.cocos2d.nodes.CCDirector; import org.cocos2d.nodes.CCLabel; import org.cocos2d.nodes.CCSprite; import org.cocos2d.nodes.CCSpriteSheet; import org.cocos2d.opengl.CCGLSurfaceView; import org.cocos2d.types.CGPoint; import org.cocos2d.types.CGRect; import org.cocos2d.types.CGSize; import org.cocos2d.types.ccColor3B; import android.app.Activity; import android.os.Bundle; import android.view.MotionEvent; import android.view.Window; import android.view.WindowManager; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.EdgeShape; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; /** * A test that demonstrates basic JBox2D integration by using AtlasSprites connected to physics bodies. * <br/> * <br/> * This implementation is based on the original Box2DTest (from cocos2d-iphone) but using the JBox2D * library and adjusting for differences with the new API as well as some differences in sensitivity * (and such) that were observed when testing on the Android platform. * * @author Ray Cardillo */ // Box2dTest,there is a downloadable demo here: // http://code.google.com/p/cocos2d-android-1/downloads/detail?name=cocos2d%20%20and%20jbox2d.3gp&can=2&q=#makechanges // public class Box2dTest extends Activity {//物理盒子系统 // private static final String LOG_TAG = JBox2DTest.class.getSimpleName();
static { System.loadLibrary("gdx");//加载一个gdx库 }
private CCGLSurfaceView mGLSurfaceView;//创建一个view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE);//无标题 getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);//全屏 getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON, WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);//不黑屏 mGLSurfaceView = new CCGLSurfaceView(this);//生成view,并关联上下文到导演 CCDirector director = CCDirector.sharedDirector();//生成得到导演(唯一) director.attachInView(mGLSurfaceView);//把view交给导演的list director.setDeviceOrientation(CCDirector.kCCDeviceOrientationLandscapeLeft);//横屏 setContentView(mGLSurfaceView);//把view映射刀屏幕
// show FPS CCDirector.sharedDirector().setDisplayFPS(true);//显示帧频率 // frames per second CCDirector.sharedDirector().setAnimationInterval(1.0f / 60.0f);//帧速 CCScene scene = CCScene.node();//得到一个场景 scene.addChild(new Box2DTestLayer());//把一个box的图层添加到场景里 // Make the Scene active CCDirector.sharedDirector().runWithScene(scene);//让导演运行这个场景,运行到刚才的view中 } @Override public void onStart() {//开始方法 super.onStart(); } @Override public void onPause() {//暂停方法 super.onPause(); CCDirector.sharedDirector().onPause(); } @Override public void onResume() { super.onResume(); CCDirector.sharedDirector().onResume(); } @Override public void onDestroy() {//销毁方法 super.onDestroy(); CCDirector.sharedDirector().end(); //CCTextureCache.sharedTextureCache().removeAllTextures(); } // // Demo of calling integrating Box2D physics engine with cocos2d sprites // a cocos2d example // http://code.google.com/p/cocos2d-iphone // // by Steve Oldmeadow // static class Box2DTestLayer extends CCLayer {//以下是这个方法生成的方法 public static final int kTagTileMap = 1; public static final int kTagSpriteManager = 1; public static final int kTagAnimation1 = 1; // Pixel to meters ratio. Box2D uses meters as the unit for measurement. // This ratio defines how many pixels correspond to 1 Box2D "meter" // Box2D is optimized for objects of 1x1 meter therefore it makes sense // to define the ratio so that your most common object type is 1x1 meter. protected static final float PTM_RATIO = 32.0f;
// Simulation space should be larger than window per Box2D recommendation. protected static final float BUFFER = 1.0f;
//FPS for the PhysicsWorld to sync to protected static final float FPS = (float)CCDirector.sharedDirector().getAnimationInterval();//得到整个动画的帧频率 private static float rdelta = 0;
protected final World bxWorld;//生成一个世界的引用..
public Box2DTestLayer() {//构造方法 super();
this.setIsTouchEnabled(true);//可以点击 this.setIsAccelerometerEnabled(true);//启用设置加速,加速控制器可以启动
CGSize s = CCDirector.sharedDirector().winSize();//得到屏幕的大小引用 // Define the gravity vector. Vector2 gravity = new Vector2(9.8f,-9.8f);//定义一个二维向量 float scaledWidth = s.width/PTM_RATIO;//缩放宽 float scaledHeight = s.height/PTM_RATIO;//缩放高 // Vector2 lower = new Vector2(-BUFFER,-BUFFER);//更小 // Vector2 upper = new Vector2(scaledWidth+BUFFER,scaledHeight+BUFFER);//更大
bxWorld = new World(gravity,true);//新建并设置这个世界的重力向量 bxWorld.setContinuousPhysics(true);//连续物理可用 // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef();//定义地面身体 bxGroundBodyDef.position.set(0.0f,0.0f);//身体的位置
// Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. Body groundBody = bxWorld.createBody(bxGroundBodyDef);//将身体添加到世界 // Define the ground box shape. EdgeShape groundBox = new EdgeShape();//定义一个形状 Vector2 bottomLeft = new Vector2(0f,0f);//定义4个2维向量 Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f);
// bottom groundBox.set( bottomLeft,bottomRight );//设置一条线 groundBody.createFixture(groundBox,0);//把这条线作为物理盒子的边界
// top groundBox.set( topLeft,topRight );//同理 groundBody.createFixture(groundBox,0);
// left groundBox.set( topLeft,bottomLeft ); groundBody.createFixture(groundBox,0);
// right groundBox.set( topRight,bottomRight ); groundBody.createFixture(groundBox,0);
//Set up sprite CCSpriteSheet mgr = CCSpriteSheet.spriteSheet("blocks.png",150); //建立一个图像表单,用来拆分出小块 addChild(mgr,kTagSpriteManager);//表单添加进去,顺序0,把标签号定为1
addNewSpriteWithCoords(CGPoint.ccp(s.width / 2.0f,s.height / 2.0f)); //上面是一个方法下面解释 CCLabel label = CCLabel.makeLabel("Tap screen","DroidSans",32);//创建一个标记 label.setPosition(CGPoint.make(s.width / 2f,s.height - 50f));//设置坐标 label.setColor(new ccColor3B(0,255));//设置颜色 addChild(label); } private UpdateCallback tickCallback = new UpdateCallback() {//创建一个时间返回
@Override public void update(float d) {//时间更新 tick(d); } };
@Override public void onEnter() { super.onEnter();
// start ticking (for physics simulation) schedule(tickCallback); } @Override public void onExit() { super.onExit();
// stop ticking (for physics simulation) unschedule(tickCallback); } private void addNewSpriteWithCoords(CGPoint pos) { CCSpriteSheet sheet = (CCSpriteSheet) getChildByTag(kTagSpriteManager);//得到一个表格 //We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is //just randomly picking one of the images int idx = (ccMacros.CCRANDOM_0_1() > .5 ? 0:1);//定义一个随机数。得到1/0 int idy = (ccMacros.CCRANDOM_0_1() > .5 ? 0:1);
// CCSprite sprite = CCSprite.sprite("blocks.png",CGRect.make(32 * idx,32 * idy,32,32));//生成一个精灵。用那个图片,截取公式位置的图像 // this.addChild(sprite);//添加精灵 CCSprite sprite = CCSprite.sprite(sheet,32));//生成精灵,用刚才的那个图集,截取某块 sheet.addChild(sprite);//添加子类
sprite.setPosition(pos); //设置点 // Define the dynamic body. //Set up a 1m squared box in the physics world BodyDef bodyDef = new BodyDef();//新建一个刚体 bodyDef.type = BodyType.DynamicBody;//设置为类型3动态刚体 bodyDef.position.set(pos.x/PTM_RATIO,pos.y/PTM_RATIO);//设置身体位置
// Define another box shape for our dynamic body. PolygonShape dynamicBox = new PolygonShape();//新建多边形 dynamicBox.setAsBox(.5f,.5f);//These are mid points for our 1m box //作为一个盒子时的顶点0.5,0.5 // dynamicBox.density = 1.0f; // dynamicBox.friction = 0.3f;
synchronized (bxWorld) {//线程锁 // Define the dynamic body fixture and set mass so it's dynamic. Body body = bxWorld.createBody(bodyDef);//在世界内创建这个刚体 body.setUserData(sprite);//使用这个数据精灵
FixtureDef fixtureDef = new FixtureDef();//固定的东西 fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f;//密度 fixtureDef.friction = 0.3f;//摩擦系数 body.createFixture(fixtureDef);//把这些固定参数给这个物体 } }
public synchronized void tick(float delta) {//时间类 if ((rdelta += delta) < FPS) return;//计算得不用快过帧..
// It is recommended that a fixed time step is used with Box2D for stability // of the simulation,however,we are using a variable time step here. // You need to make an informed choice,the following URL is useful // http://gafferongames.com/game-physics/fix-your-timestep/
// Instruct the world to perform a simulation step. It is // generally best to keep the time step and iterations fixed. synchronized (bxWorld) { bxWorld.step(FPS,8,1);//计算的速度 }
rdelta = 0;//累计时间
// Iterate over the bodies in the physics world Iterator<Body> it = bxWorld.getBodies();//新建迭代器得到世界的刚体集合 while(it.hasNext()) { Body b = it.next();//得到刚体 Object userData = b.getUserData();//刚体的数据
if (userData != null && userData instanceof CCSprite) { //如果数据不为空,且是个精灵的实例而 //Synchronize the Sprites position and rotation with the corresponding body final CCSprite sprite = (CCSprite)userData;//得到这个图像 final Vector2 pos = b.getPosition();//得到这个刚体的点 sprite.setPosition(pos.x * PTM_RATIO,pos.y * PTM_RATIO); //设置点 sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle()));//设置弧度 } } } @Override public boolean ccTouchesBegan(MotionEvent event) {//触屏事件 CGPoint location = CCDirector.sharedDirector() .convertToGL(CGPoint.make(event.getX(),event.getY()));//得到点 addNewSpriteWithCoords(location);//添加一个物品在那个点 return CCTouchDispatcher.kEventHandled;//返回数据 } static float prevX=0,prevY=0;
Vector2 gravity = new Vector2();//定义2维数组
@Override public void ccAccelerometerChanged(float accelX,float accelY,float accelZ) {//当加速传感器有感觉了 //#define kFilterFactor 0.05f float kFilterFactor = 1.0f; // don't use filter. the code is here just as an example float accX = (float) accelX * kFilterFactor + (1- kFilterFactor)* prevX;//x方向 float accY = (float) accelY * kFilterFactor + (1- kFilterFactor)* prevY;//y方向
prevX = accX; prevY = accY;
// no filtering being done in this demo (just magnify the gravity a bit) gravity.set( accY * 9.8f,accX * -9.8f );//得到重力的向量 bxWorld.setGravity( gravity ); //给世界设置重力向量 }
} } (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |