在cocos2d-x 3.x封装了物理引擎
在layer中添加几个精灵
require("Cocos2d") require("Cocos2dConstants") require("bitExtend") LayerPhysics=class("LayerPhysics",function () return cc.Layer:create() end) function LayerPhysics:ctor() -- 碰撞监听 local conListener=cc.EventListenerPhysicsContact:create(); conListener:registerScriptHandler(function(contact) print("---contact-碰撞了--") return true end,cc.Handler.EVENT_PHYSICS_CONTACT_BEGIN) conListener:registerScriptHandler(function() print("seperate") end,cc.Handler.EVENT_PHYSICS_CONTACT_SEPERATE) cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraPHPriority(conListener,self) end function LayerPhysics:createLayer() local layer=LayerPhysics.new() layer:createSprite() return layer end function LayerPhysics:createSprite() local size=cc.Director:getInstance():getWinSize() --创建一个围绕屏幕四周的物理边界 local node=cc.Node:create() node:setPhysicsBody(cc.PhysicsBody:createEdgeBox(size,cc.PHYSICSBODY_MATERIAL_DEFAULT,5)) node:setPosition(size.width/2,size.height/2) self:addChild(node) --一个body的CategoryBitmask和另一个body的ContactTestBitmask的逻辑与的结果不等于0时,接触事件将被发出,否则不发送。 --一个body的CategoryBitmask和另一个body的CollisionBitmask的逻辑与结果不等于0时,他们将碰撞,否则不碰撞 --需要两个body相互位与运算的值都是大于0时才会发生碰撞检测和发送接触事件通知 local sp1=cc.Sprite:create("test/logo.png") local b1=cc.PhysicsBody:createBox(sp1:getContentSize()) b1:setDynamic(false) -- b1:getShape(0):setFriction(0) -- b1:getShape(0):setRestitution(1) -- b1:setCategoryBitmask(0x01) --类别掩码 默认值为0xFFFFFFFF -- b1:setContactTestBitmask(0x01) --接触掩码 默认值为 0x00000000 -- b1:setCollisionBitmask(0x01) --碰撞掩码 默认值为0xFFFFFFFF b1:setCategoryBitmask(0x0d) b1:setContactTestBitmask(0x0d) b1:setCollisionBitmask(0x0d) sp1:setPhysicsBody(b1) sp1:setPosition(60,sp1:getContentSize().height/2) sp1:setTag(1) self:addChild(sp1) print("b1:",b1:isDynamic()) print("bit:"..bit._and(0x0d,0x03)) local sp2=cc.Sprite:create("test/logo.png") local b2=cc.PhysicsBody:createCircle(sp2:getContentSize().width/2); b2:setDynamic(true) -- b2:getShape(0):setFriction(0) -- b2:getShape(0):setRestitution(1) -- b2:setCategoryBitmask(0x03) -- b2:setContactTestBitmask(0x01) -- b2:setCollisionBitmask(0x01) b2:setCategoryBitmask(0x03) b2:setContactTestBitmask(0x03) b2:setCollisionBitmask(0x03) sp2:setPhysicsBody(b2) sp2:setPosition(200,sp2:getContentSize().height/2) sp2:setTag(2) self:addChild(sp2) print("b2:",b2:isDynamic()) local sp3=cc.Sprite:create("test/logo.png") local b3=cc.PhysicsBody:createBox(sp3:getContentSize()) b3:setDynamic(false) b3:setCategoryBitmask(0x03) b3:setContactTestBitmask(0x02) b3:setCollisionBitmask(0x02) sp3:setPhysicsBody(b3) sp3:setTag(3) sp3:setPosition(250,320) self:addChild(sp3) -- cc.Director:getInstance():getRunningScene():getPhysicsWorld():addJoint( -- cc.PhysicsJointDistance:construct(b1,b2,cc.vertex2F(0,0),sp2:getContentSize().width/2))) -- 只对两个body监听 local l=cc.EventListenerPhysicsContactWithBodies:create(b1,b2) --- --@param cc.PhysicsContact contact l:registerScriptHandler(function(contact) -- 处理游戏中精灵碰撞逻辑 print("getShapeA:",contact:getShapeA():getBody():getNode()) local node1=contact:getShapeA():getBody():getNode() print("tag:",node1:getTag()) local node2=contact:getShapeB():getBody():getNode() print("pp") end,cc.Handler.EVENT_PHYSICS_CONTACT_BEGIN) cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraPHPriority(l,self) --触摸监听 local listener=cc.EventListenerTouchOneByOne:create() listener:setSwallowTouches(true) --- --@param touch cc.Touch --@param event cc.Event listener:registerScriptHandler(function(touch,event) sp2:getPhysicsBody():setVelocity(cc.p(0,100)) local target = event:getCurrentTarget() local locationInNode = target:convertToNodeSpace(touch:getLocation()) local s = target:getContentSize() local rect = cc.rect(0,s.width,s.height) --触摸点是否在精灵上 if cc.rectContainsPoint(rect,locationInNode) then return true end return false end,cc.Handler.EVENT_TOUCH_BEGAN) listener:registerScriptHandler(function(touch,event) local target = event:getCurrentTarget() local posX,posY = target:getPosition() local delta = touch:getDelta() target:setPosition(cc.p(posX + delta.x,posY + delta.y)) end,cc.Handler.EVENT_TOUCH_MOVED) local eventDispatcher = self:getEventDispatcher() -- 精灵2添加触摸事件 eventDispatcher:addEventListenerWithSceneGraPHPriority(listener,sp2) -- 精灵3添加触摸事件 eventDispatcher:addEventListenerWithSceneGraPHPriority(listener:clone(),sp3) end return LayerPhysics
创建一个带物理世界的场景
require("Cocos2d") require("Cocos2dConstants") require("LayerPhysics") PhysicsScene=class("PhysicsScene",function () return cc.Scene:createWithPhysics() end) function PhysicsScene:create() local scene=PhysicsScene.new(); -- 设置PhysicsWorld调试(有红色的框框) scene:getPhysicsWorld():setDebugDrawMask(cc.PhysicsWorld.DEBUGDRAW_ALL) -- scene:getPhysicsWorld():setSpeed(20) local layer=LayerPhysics:createLayer() scene:addChild(layer) return scene end return PhysicsScene
require("bitExtend")
print("bit:"..bit._and(0x0d,0x03))
原文链接:https://www.f2er.com/cocos2dx/345827.html