Cocos2D-Android-1之源码详解:5.Box2dTest

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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

}

}

}

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