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:
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;
}
}
}
下一篇:游戏关卡设计:用场景显示创意
¥108.00
¥98.00
¥98.00
¥698.00