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本文參考于http://blog.csdn.net/xiaominghimi/article/details/6776096和http://www.cnblogs.com/liufan9/archive/2013/04/11/3012275.html。 于上面基于cocos2d-x 2.0不一样的地方,本本是基于cocos2d-x 3.0。 首先。当然是下载和安装cocos2d-x 3.0了,网址:http://www.cocos2d-iphone.org/download。 其次,下载Box2d,网址:https://github.com/vegerjiang/Box2d。 创建一个cocos2d的项目(怎么创建这里不重述了),添加Box2d库(直接拖到Libraries文件夹),在Build Settings->Search Paths->Head Search Paths中添加一项"$(SRCROOT)/$(PROJECT_NAME)/Libraries"。 假设能编译执行成功,说明你已经建好了一个空的基于cocos2d-x 3.0和Box2d的ios项目了。 新建一个ooc类HelloLay,这里须要注意亮点: 1.HelloLay必须继承于CCLayout。 2.HelloLay.m改名为HelloLay.mm。 具体代码请从https://github.com/vegerjiang/testBox2d下载,具体的解释请參照http://www.cnblogs.com/liufan9/archive/2013/04/11/3012275.html。 为了方面某些懒童鞋。以下把类HelloLay的.h文件和.mm文件贴出来。 HelloLay.h文件 // // HelloLayer.h // testBox2d // // Created by JiangHuifu on 14-5-28. // Copyright (c) 2014年 veger. All rights reserved. // #import "cocos2d.h" #import "cocos2d-ui.h" #import "CCLayout.h" #define PTM_RATIO 32.0 @interface HelloLayer : CCLayout +(id)scene; @end HelloLay.mm文件 // // HelloLayer.m // testBox2d // // Created by JiangHuifu on 14-5-28. // Copyright (c) 2014年 veger. All rights reserved. // #import "HelloLayer.h" #import "Box2D.h" @interface HelloLayer(){ b2World* _world; b2Body* _body; CCSprite* _ball; } @property(nonatomic,strong) CCSprite* ball; @end @implementation HelloLayer @synthesize ball = _ball; +(id)scene{ CCScene* scene = [CCScene node]; HelloLayer* layer = [HelloLayer node]; [scene addChild:layer]; return scene; } -(id)init{ if (self = [super init]) { CGSize winSize = [[CCDirector sharedDirector] viewSize]; //Create sprite and add it to the layout _ball = [CCSprite spriteWithImageNamed:@"ball.png"]; _ball.scaleX = 52 / _ball.contentSize.width; _ball.scaleY = 52 / _ball.contentSize.height; _ball.position = ccp(100, 300); [self addChild:_ball]; //Create a world b2Vec2 gravity = b2Vec2(0.0f,-8.0f); _world = new b2World(gravity); //Create edges around the entire screen b2BodyDef groundBodyDef; groundBodyDef.position.Set(0, 0); b2Body* groundBody = _world->CreateBody(&groundBodyDef); b2EdgeShape groundEdge; b2FixtureDef boxShapeDef; boxShapeDef.shape = &groundEdge; //wall definitions groundEdge.Set(b2Vec2(0, 0), b2Vec2(winSize.width/PTM_RATIO, 0)); groundBody->CreateFixture(&boxShapeDef); groundEdge.Set(b2Vec2(0,0), b2Vec2(0, winSize.height/PTM_RATIO)); groundBody->CreateFixture(&boxShapeDef); groundEdge.Set(b2Vec2(0,winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO,winSize.height/PTM_RATIO)); groundBody->CreateFixture(&boxShapeDef); groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO,winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, 0)); groundBody->CreateFixture(&boxShapeDef); //Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = (__bridge void*)_ball; _body = _world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(tick:) interval:0.017]; [self schedule:@selector(kick) interval:5.0]; self.userInteractionEnabled = YES; } return self; } -(void)tick:(CCTime) dt{ _world->Step(dt, 10, 10); for (b2Body* b = _world->GetBodyList(); b; b=b->GetNext()) { CCSprite* ballData = (__bridge CCSprite*)b->GetUserData(); ballData.position = ccp(b->GetPosition().x*PTM_RATIO, b->GetPosition().y*PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } -(void)kick{ b2Vec2 force = b2Vec2(30, 30); _body->ApplyLinearImpulse(force, _body->GetPosition()); } -(void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event{ b2Vec2 force = b2Vec2(-30,30); _body->ApplyLinearImpulse(force, _body->GetPosition()); } -(void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event{ NSLog(@"touchEnded"); } -(void)dealloc{ delete _world; _body = NULL; _world = NULL; } @end |
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