Nape 获取碰撞点加特效
package { import nape.phys.Body; import nape.shape.Shape; import nape.shape.Circle; import flash.display.MovieClip; import flash.utils.getDefinitionByName; import nape.callbacks.CbType; import nape.callbacks.PreListener; import nape.callbacks.InteractionType; import nape.callbacks.PreCallback; import nape.dynamics.CollisionArbiter; import nape.geom.Vec2; import nape.callbacks.InteractionListener; import nape.callbacks.CbEvent; import nape.callbacks.InteractionCallback; import nape.phys.BodyType; import nape.shape.Polygon; import nape.dynamics.Contact; import nape.dynamics.ContactList; public class Main extends BaseMain { public function Main() { super({gravity:{x:0,y:0}}); } private var _cCbType:CbType=new CbType(); private var _rCbType:CbType=new CbType(); override protected function createBodies():void { //一些用于碰撞的刚体 for(var i:int=0;i<20;i++){ var b:Body; if(Math.random()>0.5)b=createBox(50,2,stage.stageWidth*Math.random(),stage.stageHeight*Math.random()); else b=createCircle(25,stage.stageWidth*Math.random(),stage.stageHeight*Math.random()); b.rotation = 2*Math.PI*Math.random(); b.type = BodyType.STATIC; b.space = _space; } //圆形 var c:Body = createCircle(20,stage.stageWidth>>1,stage.stageHeight>>1); c.cbTypes.add(_cCbType); c.space = _space; c.velocity.setxy(500,500); _space.listeners.add(new InteractionListener(CbEvent.BEGIN,InteractionType.COLLISION,_cCbType,CbType.ANY_BODY,circleHitBeginHandler)); //矩形 var r:Body = createBox(40,40,stage.stageWidth>>1-100,stage.stageHeight>>1); r.cbTypes.add(_rCbType); r.space = _space; r.velocity.setxy(-500,-500); _space.listeners.add(new InteractionListener(CbEvent.BEGIN,InteractionType.COLLISION,_rCbType,CbType.ANY_BODY,boxHitBeginHandler)); } private function circleHitBeginHandler(cb:InteractionCallback):void{ var colArb:CollisionArbiter = cb.arbiters.length>0?cb.arbiters.at(0) as CollisionArbiter:null; if(!colArb)return; //trace("圆形碰撞点数:"+colArb.contacts.length);//始终只有一个碰撞点 var hitPos:Vec2 = colArb.contacts.at(0).position; addEffect(hitPos.x,hitPos.y); //反弹 var normal:Vec2 = colArb.normal; cb.int1.castBody.velocity.set(normal.mul(500)); } private function boxHitBeginHandler(cb:InteractionCallback):void{ var colArb:CollisionArbiter = cb.arbiters.length>0?cb.arbiters.at(0) as CollisionArbiter:null; if(!colArb)return; //trace("矩形碰撞点数:"+colArb.contacts.length);//会出现多个碰撞点 var shape2:nape.shape.Shape = colArb.shape2.body == cb.int2.castBody?colArb.shape2:colArb.shape1; //查找出真正碰撞的点 var contact:Contact = getHitShapeContact(colArb.contacts,shape2); if(contact){ var hitPos:Vec2 = contact.position; if(hitPos) addEffect(hitPos.x,hitPos.y); } //反弹 var normal:Vec2 = colArb.normal; cb.int1.castBody.velocity.set(normal.mul(500)); } private function getHitShapeContact(contacts:ContactList,shape:nape.shape.Shape):Contact{ var i:int = contacts.length; while(--i>=0){ if(shape.contains(contacts.at(i).position))return contacts.at(i); } return null; } private function addEffect(x:Number,y:Number):void{ var _Class:Class = flash.utils.getDefinitionByName("Effect") as Class; var eff:MovieClip = (new _Class()) as MovieClip; eff.x = x; eff.y = y; this.addChild(eff); } } }
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