HelloWorldScene.h
- #ifndef __HELLOWORLD_SCENE_H__
- #define __HELLOWORLD_SCENE_H__
- #include "cocos2d.h"
- USING_NS_CC;
- class HelloWorld : public cocos2d::Layer
- {
- public:
- // there's no 'id' in cpp,so we recommend returning the class instance pointer
- static cocos2d::Scene* createScene();
- // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone
- virtual bool init();
- // a selector callback
- void menuCloseCallback(Object* pSender);
- // implement the "static create()" method manually
- CREATE_FUNC(HelloWorld);
- void setPhyWorld(PhysicsWorld* world){m_world = world;}
- virtual bool onTouchBegan(Touch *touch,Event *unused_event);
- virtual void onTouchEnded(Touch *touch,Event *unused_event);
- void addNewSpriteAtPosition(Point p);
- private:
- PhysicsWorld* m_world;
- //bool onContactBegin(EventCustom* event,const PhysicsContact& contact);
- bool onContactBegin(PhysicsContact& contact);
- };
- #endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp
- #include "HelloWorldScene.h"
- USING_NS_CC;
- Scene* HelloWorld::createScene()
- {
- // 'scene' is an autorelease object
- //add physicals
- auto scene = Scene::createWithPhysics();
- //DrawMask参数可以选择打开绘制哪些部分比如,Joint、Shape、Contact等等
- scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
- //创建一个边界
- Size visibleSize = Director::getInstance()->getVisibleSize();
- //使用PhysicalsBody的create方法创建自己想要的物体。
- //PHYSICSBODY_MATERIAL_DEFAULT宏表示的是创建的Body的默认材质,3是边线宽度。编译运行我们会看到场景边上有红色的边界。
- auto body = PhysicsBody::createEdgeBox(visibleSize,PHYSICSBODY_MATERIAL_DEFAULT,3);
- auto edgeNode = Node::create();
- edgeNode->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
- edgeNode->setPhysicsBody(body);
- scene->addChild(edgeNode);
- // 'layer' is an autorelease object
- auto layer = HelloWorld::create();
- //将这个World传到Layer中。所以我们在HelloWorld类中加入一个函数。将这个world存起来。
- layer->setPhyWorld(scene->getPhysicsWorld());
- // add layer as a child to scene
- scene->addChild(layer);
- // return the scene
- return scene;
- }
- // on "init" you need to initialize your instance
- bool HelloWorld::init()
- {
- //////////////////////////////
- // 1. super init first
- if ( !Layer::init() )
- {
- return false;
- }
- Size visibleSize = Director::getInstance()->getVisibleSize();
- Point origin = Director::getInstance()->getVisibleOrigin();
- /////////////////////////////
- // 2. add a menu item with "X" image,which is clicked to quit the program
- // you may modify it.
- // add a "close" icon to exit the progress. it's an autorelease object
- auto closeItem = MenuItemImage::create(
- "CloseNormal.png","CloseSelected.png",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
- closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2,origin.y + closeItem->getContentSize().height/2));
- // create menu,it's an autorelease object
- auto menu = Menu::create(closeItem,NULL);
- menu->setPosition(Point::ZERO);
- this->addChild(menu,1);
- /////////////////////////////
- // 3. add your codes below...
- // add a label shows "Hello World"
- // create and initialize a label
- auto label = LabelTTF::create("Hello World","Arial",24);
- // position the label on the center of the screen
- label->setPosition(Point(origin.x + visibleSize.width/2,origin.y + visibleSize.height - label->getContentSize().height));
- // add the label as a child to this layer
- this->addChild(label,1);
- // new way to enable touch
- auto touchListener = EventListenerTouchOneByOne::create();
- touchListener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan,this);
- touchListener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded,this);
- _eventDispatcher->addEventListenerWithSceneGraPHPriority(touchListener,this);
- // 碰撞检测回调
- auto contactListener = EventListenerPhysicsContact::create();
- contactListener->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin,this);
- _eventDispatcher->addEventListenerWithSceneGraPHPriority(contactListener,this);
- return true;
- }
- bool HelloWorld::onContactBegin(PhysicsContact& contact)
- {
- auto sp = (Sprite*)contact.getShapeA()->getBody()->getNode();
- int tag = sp->getTag();
- CCLOG("onContactBegin: %d",tag);
- return true;
- }
- bool HelloWorld::onTouchBegan(Touch *touch,Event *unused_event)
- {
- return true;
- }
- void HelloWorld::onTouchEnded(Touch *touch,Event *unused_event)
- {
- auto location = touch->getLocation();
- addNewSpriteAtPosition(location);
- }
- //然后我们来实现addNewSpriteAtPosition函数。
- //关联body与sprite从未如此简单,我们只需创建一个body,创建一个sprite然后将body设置为sprite的body即可。
- void HelloWorld::addNewSpriteAtPosition(Point p)
- {
- auto sprite = Sprite::create("ball.png");
- sprite->setTag(1);
- auto body = PhysicsBody::createCircle(sprite->getContentSize().width / 2);
- sprite->setPhysicsBody(body);
- sprite->setPosition(p);
- this->addChild(sprite);
- }
- void HelloWorld::menuCloseCallback(Object* pSender)
- {
- //控制PhysicsWorld debugDraw的绘制
- if(m_world->getDebugDrawMask() != PhysicsWorld::DEBUGDRAW_NONE) {
- m_world->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_NONE);
- } else {
- m_world->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
- }
- }
AppDelegate.h
- #ifndef _APP_DELEGATE_H_
- #define _APP_DELEGATE_H_
- #include "cocos2d.h"
- /**
- @brief The cocos2d Application.
- The reason for implement as private inheritance is to hide some interface call by Director.
- */
- class AppDelegate : private cocos2d::Application
- {
- public:
- AppDelegate();
- virtual ~AppDelegate();
- /**
- @brief Implement Director and Scene init code here.
- @return true Initialize success,app continue.
- @return false Initialize Failed,app terminate.
- */
- virtual bool applicationDidFinishLaunching();
- /**
- @brief The function be called when the application enter background
- @param the pointer of the application
- */
- virtual void applicationDidEnterBackground();
- /**
- @brief The function be called when the application enter foreground
- @param the pointer of the application
- */
- virtual void applicationWillEnterForeground();
- };
- #endif // _APP_DELEGATE_H_
AppDelegate.cpp
- #include "AppDelegate.h"
- #include "HelloWorldScene.h"
- USING_NS_CC;
- AppDelegate::AppDelegate() {
- }
- AppDelegate::~AppDelegate()
- {
- }
- bool AppDelegate::applicationDidFinishLaunching() {
- // initialize director
- // initialize director
- auto director = Director::getInstance();
- auto glview = director->getOpenGLView();
- if(!glview) {
- glview = GLViewImpl::create("My Game");
- director->setOpenGLView(glview);
- }
- // turn on display FPS
- director->setDisplayStats(true);
- // set FPS. the default value is 1.0/60 if you don't call this
- director->setAnimationInterval(1.0 / 60);
- glview->setDesignResolutionSize(800,600,ResolutionPolicy::EXACT_FIT);
- // create a scene. it's an autorelease object
- auto scene = HelloWorld::createScene();
- // run
- director->runWithScene(scene);
- return true;
- }
- // This function will be called when the app is inactive. When comes a phone call,it's be invoked too
- void AppDelegate::applicationDidEnterBackground() {
- Director::getInstance()->stopAnimation();
- // if you use SimpleAudioEngine,it must be pause
- // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
- }
- // this function will be called when the app is active again
- void AppDelegate::applicationWillEnterForeground() {
- Director::getInstance()->startAnimation();
- // if you use SimpleAudioEngine,it must resume here
- // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
- }
用到的图片