代码改变世界

cocos2d(CCSprite绑定不规则刚体与精灵一起移动)

2014-04-15 20:23  Lves Li  阅读(358)  评论(0编辑  收藏  举报

对于不规则的精灵我们可以借助PhysicsEditor来制作shape ,

对于地图可以使用Tiled软件制作瓷砖地图。

今天主要记录一下如何把CCSprite与不规则刚体进行绑定,然后一起移动

//初始化玩家

1.加载shape文件,在init方法中添加:

//加载shape文件
        [[GB2ShapeCache sharedShapeCache] addShapesWithFile:@"physicShape.plist"];
.plist文件内容大体如下:

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">

<!-- created with http://www.physicseditor.de -->

<plist version="1.0">
	<dict>
        <key>metadata</key>
        <dict>
            <key>format</key>
            <integer>1</integer>
            <key>ptm_ratio</key>
            <real>32</real>
        </dict>
        <key>bodies</key>
		<dict>

			<key>Player1</key>
			<dict>
				<key>anchorpoint</key>
                <string>{ 0.0000,0.0000 }</string>
				<key>fixtures</key>
				<array>

					<dict>
                        <key>density</key> <real>2</real>
                        <key>friction</key> <real>0</real>
                        <key>restitution</key> <real>0</real>
                        <key>filter_categoryBits</key> <integer>1</integer>
                        <key>filter_groupIndex</key> <integer>0</integer>
                        <key>filter_maskBits</key> <integer>65535</integer>
                        <key>isSensor</key> <false/>
                        <key>id</key> <string></string>
                        <key>fixture_type</key> <string>POLYGON</string>

						<key>polygons</key>
						<array>
							<array>	
								<string>{ 1.000,0.000 }</string>	
								<string>{ 32.000,0.000 }</string>	
								<string>{ 27.000,32.000 }</string>	
								<string>{ 7.000,32.000 }</string>
							</array>
						</array>
                    </dict>
				</array>
			</dict>
			<key>RetroCoin</key>
			<dict>
				<key>anchorpoint</key>
                <string>{ 0.0000,0.0000 }</string>
				<key>fixtures</key>
				<array>

					<dict>
                        <key>density</key> <real>2</real>
                        <key>friction</key> <real>0</real>
                        <key>restitution</key> <real>0</real>
                        <key>filter_categoryBits</key> <integer>1</integer>
                        <key>filter_groupIndex</key> <integer>0</integer>
                        <key>filter_maskBits</key> <integer>65535</integer>
                        <key>isSensor</key> <false/>
                        <key>id</key> <string></string>
                        <key>fixture_type</key> <string>POLYGON</string>

						<key>polygons</key>
						<array>
							<array>	
								<string>{ 4.000,3.000 }</string>	
								<string>{ 17.000,0.000 }</string>	
								<string>{ 28.000,3.000 }</string>	
								<string>{ 28.000,28.000 }</string>	
								<string>{ 16.000,32.000 }</string>	
								<string>{ 4.000,28.000 }</string>
							</array>
						</array>
                    </dict>
				</array>
			</dict>
		</dict>
	</dict>
</plist>




2.初始化精灵和刚体及夹具

#pragma mark 初始化玩家
-(void)initPlayer{
    //创建对象层 获得对象的产生点
    CCTMXObjectGroup *objects=[_gameMap objectGroupNamed:@"objects"];
    NSMutableDictionary *spawnPoint=[objects objectNamed:@"StartPoint"];
     //获得出生点坐标
    float x=[[spawnPoint valueForKey:@"x"] floatValue];
    float y=[[spawnPoint valueForKey:@"y"] floatValue];
    _player=[CCSprite spriteWithFile:@"Player1.png"];
    _player.position=ccp(x,y);
    _player.anchorPoint=CGPointZero;   //设置描点为0,0  否则与刚体不能重合
    b2BodyDef playerBodyDef;           //定义刚体结构体的定义
    [self addChild:_player];
    
    playerBodyDef.type=b2_dynamicBody;
    playerBodyDef.fixedRotation=true;   //不会旋转
    playerBodyDef.position.Set(x/PTM_RATIO, y/PTM_RATIO);
    
    _playBody=world->CreateBody(&playerBodyDef);
    _playBody->SetUserData(_player);
    [[GB2ShapeCache sharedShapeCache] addFixturesToBody:_playBody forShapeName:@"Player1"];  //为刚体设置夹具
   
}

3.在update函数中添加更新位置方法

for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) {
        
        
        if (b->GetUserData() != NULL) {
            CCSprite *sprite = (CCSprite *)b->GetUserData(); //获得精灵对象
            if (sprite != nil) {
                b2Vec2 bodyPos = b->GetPosition();  //获得刚体的位置
                CGPoint pos = CGPointMake(bodyPos.x * PTM_RATIO, bodyPos.y * PTM_RATIO);  //变换为坐标
                float32 rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
                sprite.position = pos;
                sprite.rotation = rotation;
            }
        }
    }

效果图:



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