Cocos2D物理引擎box2d基本教程(二)

    作者:课课家教育更新于: 2019-04-04 16:56:49

      在游戏开发中经常会用到Cocos2D的物理引擎box2d,经过了上一篇的介绍,我们对box2d的基本属性有了大概得了解,本篇教程将继续带你深入了解Cocos2D的物理引擎box2d怎么实现拖拽移动物体。

      接下来我们来看看如何通过拖拽移动一个物体:拖移物体需要用到box2d中的b2MouseJoint

      首先我们在touchbegan方法中为我们点击到的物体创建b2MouseJoint对象,那么问题来了,我们如何获取点击到的物体呢?

      box2d为我们提供了相关方法,即AABB(axis-aligned bounding box ),原理为:首先,我们点击位置的四边加上了1-point的边,这样我们点击的位置变成了一个小方块;之后,以某个形状的物体做个长方形,看看我们点击的位置是否在这个长方形里面。如图:

    Cocos2D物理引擎box2d基本教程(一)_Cocos2D物理_Cocos2D编程_Cocos2D游戏开发_课课家

      如果在,那么调用callback对象,这个callback对象是我们自己写的,可以通过TestPoint看看点击的位置是否的确在AABB找出的物体上,如果在,那么我们就获取到了点击的物体。上图可以发现其实我们并没有点到那个黑色的物体上,所以TestPoint会返回false。如果同时点到了多个物体,只返回第一个被发现的。

      之后是touch began代码,我们可以看到b2MouseJoint如何被创建的:

      - (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event

      {

      for( UITouch *touch in touches ) {

      CGPoint location = [touch locationInView:touch.view];

      location = [[CCDirector sharedDirector] convertToGL:location];

      location = [self convertToNodeSpace:location];

      b2Vec2 b2Location = b2Vec2(location.x / PTM_RATIO, location.y / PTM_RATIO);

      b2AABB aabb;

      b2Vec2 delta = b2Vec2(1.0 / PTM_RATIO, 1.0 / PTM_RATIO);

      aabb.upperBound = b2Location + delta;

      aabb.lowerBound = b2Location - delta;

      SimpleQueryCallback callback(b2Location);

      world->QueryAABB(&callback, aabb);

      if (callback.fixtureFound) {

      b2Body *body = callback.fixtureFound->GetBody();

      CCSprite *sprite = (CCSprite *)body->GetUserData();

      if (sprite == nil) {

      return;

      }

      b2MouseJointDef mouseJointDef;

      mouseJointDef.bodyA = groundBody;

      mouseJointDef.bodyB = body;

      mouseJointDef.target = b2Location;

      mouseJointDef.maxForce = 1000 * body->GetMass();

      mouseJointDef.collideConnected = true;

      mouseJoint = (b2MouseJoint *) world->CreateJoint(&mouseJointDef);

      body->SetAwake(true);

      } else {

      [self addNewSpriteWithCoords: location];

      }

      }

      }

      其中bodyA一般会指定固定的body,bodyB指定你想移动的body,target为你要移动到哪里,maxForce越大,拖动速度越快,collideConnected为true时bodyA和bodyB会相撞。

      SimpleQueryCallback是我们自己写的一个类:

      class SimpleQueryCallback : public b2QueryCallback

      {

      public:

      b2Vec2 pointToTest;

      b2Fixture * fixtureFound;

      SimpleQueryCallback(const b2Vec2& point) {

      pointToTest = point;

      fixtureFound = NULL;

      }

      bool ReportFixture(b2Fixture* fixture) {

      b2Body* body = fixture->GetBody();

      if (body->GetType() == b2_dynamicBody) {

      if (fixture->TestPoint(pointToTest)) {

      fixtureFound = fixture;

      return false;

      }

      }

      return true;

      }

      };

      然后是move和touch ended的代码,move中setTarget即会使物体移到新位置,别忘了在touch ended中销毁这个mouseJoint

      - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event

      {

      for( UITouch *touch in touches ) {

      CGPoint location = [touch locationInView:touch.view];

      location = [[CCDirector sharedDirector] convertToGL:location];

      location = [self convertToNodeSpace:location];

      b2Vec2 b2Location = b2Vec2(location.x / PTM_RATIO, location.y / PTM_RATIO);

      if (mouseJoint) {

      mouseJoint->SetTarget(b2Location);

      }

      }

      }

      - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event

      {

      //Add a new body/atlas sprite at the touched location

      for( UITouch *touch in touches ) {

      CGPoint location = [touch locationInView: [touch view]];

      location = [[CCDirector sharedDirector] convertToGL: location];

      // [self addNewSpriteWithCoords: location];

      if (mouseJoint) {

      world->DestroyJoint(mouseJoint);

      mouseJoint = NULL;

      }

      }

      }

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