让子弹飞是我非常喜欢的一款游戏。今天的目标就是利用cocos2dx 3.0 和box2d 打造一款这样的类型游戏的Demo版。本来cocos2dx 3.0
已经封装了physicals模块,可是我在使用的过程中遇到了一些问题,比方子弹速度过快时候会出屏等,所以就认为还是直接封装box2d
API来完毕这款Demo。
我主要封装了两个类,一个叫Box2dHandler, 这个类继承自Node和b2ContactListener,
是用来和box2d打交道的。能够用来创建方形,圆形的静态或者动态刚体。创建物理世界,以及处理碰撞的检測重任都交给这个类了。另外一个类叫B2Sprite,
也继承自Node,本来是想继承自Sprite的,可是在实现过程中发现有问题。就改成继承自Node。它的功能是用来粘合cocos2dx和Box2D,
起到一个中间的桥梁作用。这里要感谢一下<<cocos2d-x高级开发教程>>一书,这两个类基本从它移植而来,可是原书使用的是2.0版本号。所以还是要做一些改动。
好了,闲话到此为止。上代码。
首先是Box2dHandler。
#ifndef __BOX2DHANDLER_H__
#define __BOX2DHANDLER_H__#include "cocos2d.h"
#include "Box2D.h"
#include "Box2dHandlerDelegate.h"
#include "B2Sprite.h"USING_NS_CC;
enum shape
{
box=1,
circle=2,
};class Box2dHandler : public cocos2d::Node, public b2ContactListener
{private:
b2World *m_world;
typedef std::pair<b2Fixture*, b2Fixture*> MyContact;
std::set<MyContact> m_contacts;
public:
bool init();
bool initBox2D();
void addBodyForSprite(B2Sprite* sprite, double density = 1.0, double friction = 0.9, double restituion = 0.1, shape type=box);
void addFixtureForSprite(B2Sprite* sprite, double density = 1.0, double friction = 0.9, double restituion = 0.1, shape type=box);
void addStaticBodyForSprite(B2Sprite* sprite, double density = 0.0);
void dealCollision();public:
virtual void BeginContact(b2Contact * contact);
virtual void EndContact(b2Contact * contact);static Box2dHandler * handler();
//void draw();
void update(float dt);
CC_SYNTHESIZE(Box2dHandlerDelegate*, m_delegate, Delegate);};
#endif // __BOX2DHANDLER_H__
熟悉box2d的话,非常easy看清楚这个类就是封装了主要的Box2D操作。包含创建刚体,以及监听碰撞。
接下来是实现代码。
#include "Box2dHandler.h"
#include "HelloWorldScene.h"
#define PTM_RATIO 32Box2dHandler * Box2dHandler::handler()
{
static Box2dHandler * handler = NULL;
if(handler == NULL)
{
handler = new Box2dHandler();
handler->init();
return handler;
}
else
{
return handler;
}
}bool Box2dHandler::init()
{
this->initBox2D();
this->scheduleUpdate();
return true;
}bool Box2dHandler::initBox2D()
{
Size s = Director::getInstance()->getWinSize();
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);m_world = new b2World(gravity);
m_world->SetAllowSleeping(true);
m_world->SetContinuousPhysics(true);
m_world->SetContactListener(this);b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0, 0);b2Body* groundBody = m_world->CreateBody(&groundBodyDef);
b2EdgeShape groundBox;
//Bottom
//groundBox.Set(b2Vec2(0, 0), b2Vec2(s.width/PTM_RATIO, 0));
//groundBody->CreateFixture(&groundBox, 0);//Top
groundBox.Set(b2Vec2(0, s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO, s.height/PTM_RATIO));
groundBody->CreateFixture(&groundBox, 0);//Left
groundBox.Set(b2Vec2(0, s.height/PTM_RATIO), b2Vec2(0,0));
groundBody->CreateFixture(&groundBox, 0);//Right
groundBox.Set(b2Vec2(s.width/PTM_RATIO, s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO, 0));
groundBody->CreateFixture(&groundBox, 0);return true;
}void Box2dHandler::addFixtureForSprite(B2Sprite* sprite, double density, double friction, double restitution, shape type)
{
b2PolygonShape spriteShape;
Size size = sprite->getB2Sprite()->getContentSize() * sprite->getScale();
spriteShape.SetAsBox(size.width / PTM_RATIO / 2, size.height / PTM_RATIO / 2);b2CircleShape circle;
circle.m_radius = (sprite->getB2Sprite()->getContentSize().width * sprite->getScale())/2/PTM_RATIO;b2FixtureDef spriteShapeDef;
if(type == box)
spriteShapeDef.shape = &spriteShape;
else
spriteShapeDef.shape = &circle;
spriteShapeDef.density = density;
spriteShapeDef.restitution = restitution;
spriteShapeDef.friction = friction;b2Body * spriteBody = sprite->getB2Body();
spriteBody->CreateFixture(&spriteShapeDef);
}void Box2dHandler::addBodyForSprite(B2Sprite* sprite, double density, double friction, double restitution, shape type)
{
b2BodyDef spriteBodyDef;
spriteBodyDef.type = b2_dynamicBody;
spriteBodyDef.position.Set(sprite->getPosition().x / PTM_RATIO, sprite->getPosition().y / PTM_RATIO);
spriteBodyDef.userData = sprite;b2Body* spriteBody = m_world->CreateBody(&spriteBodyDef);
sprite->setB2Body(spriteBody);
this->addFixtureForSprite(sprite, density, friction, restitution, type);
}void Box2dHandler::addStaticBodyForSprite(B2Sprite* sprite, double density)
{
b2BodyDef spriteBodyDef;
spriteBodyDef.type = b2_staticBody;
spriteBodyDef.position.Set(sprite->getPosition().x / PTM_RATIO, sprite->getPosition().y / PTM_RATIO);
//spriteBodyDef.userData = sprite;b2Body* spriteBody = m_world->CreateBody(&spriteBodyDef);
sprite->setB2Body(spriteBody);
this->addFixtureForSprite(sprite, density);
}void Box2dHandler::update(float dt)
{
m_world->Step(dt, 8, 8);
std::vector<b2Body*> toDestory;
for(b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
{
if(b->GetUserData() != NULL)
{
B2Sprite* sprite = static_cast<B2Sprite*>(b->GetUserData());
b2Vec2 pos = b->GetPosition();
float rotation = b->GetAngle() / 0.01745329252;
sprite->setPosition(pos.x * PTM_RATIO, pos.y * PTM_RATIO);
sprite->setRotation(rotation);
if(b->GetPosition().y*PTM_RATIO<= -25)
{
toDestory.push_back(b);
}
}
}if(toDestory.size()>0)
{
for(int i = 0; i < toDestory.size(); i++)
{
B2Sprite* sp=static_cast<B2Sprite*>( toDestory.at(i)->GetUserData());
if(sp != NULL)
sp->removeFromParentAndCleanup(true);
m_world->DestroyBody(toDestory.at(i));
}
toDestory.clear();
}this->dealCollision();
}void Box2dHandler::BeginContact(b2Contact * contact)
{
CCLog("start");
B2Sprite* spa = static_cast<B2Sprite*>(contact->GetFixtureA()->GetBody()->GetUserData());
B2Sprite* spb = static_cast<B2Sprite*>(contact->GetFixtureB()->GetBody()->GetUserData());if(spa != NULL && spb != NULL)
{
MyContact myContact(contact->GetFixtureA(), contact->GetFixtureB());
m_contacts.insert(myContact);
}
}void Box2dHandler::EndContact(b2Contact* contact)
{
CCLog("end");
MyContact myContact(contact->GetFixtureA(), contact->GetFixtureB());
m_contacts.erase(myContact);
}void Box2dHandler::dealCollision()
{
if(m_delegate != NULL && m_contacts.size()>0)
{
std::set<MyContact>::iterator it;
for(it = m_contacts.begin(); it != m_contacts.end(); ++it)
{
B2Sprite* bullet = static_cast<B2Sprite*>(it->first->GetBody()->GetUserData());
B2Sprite* actor = static_cast<B2Sprite*>(it->second->GetBody()->GetUserData());
if(bullet->getTag() == kTagBulletBase && (actor->getTag() == kTagRedEnemy || actor->getTag() == kTagBlueEnemy || actor->getTag() == kTagYellowEnemy))
m_delegate->CollisionEvent(bullet, actor);
else if((bullet->getTag() == kTagRedEnemy || bullet->getTag() == kTagBlueEnemy || bullet->getTag() == kTagYellowEnemy) && actor->getTag() == kTagBulletBase )
m_delegate->CollisionEvent(actor, bullet);
}
}
m_contacts.clear();
}
简单解释下:
Box2dHandler * Box2dHandler::handler()构造函数,内存管理交给cocos2dx
bool Box2dHandler::initBox2D()设置好重力场,创建物理世界m_world,
以及定义好屏幕边界为可碰撞的静态刚体。
void Box2dHandler::addBodyForSprite(B2Sprite* sprite, double density, double friction, double restitution, shape type)
创建动态刚体,有方形和圆形两种选择。
void Box2dHandler::addFixtureForSprite(B2Sprite* sprite, double density, double friction, double restitution, shape type)
为刚体创建外观并设置刚体属性。
void Box2dHandler::update(float dt)更新物理世界,并同步刚体位置到cocos2dx中精灵,当中的桥梁就是B2Sprite。
void Box2dHandler::BeginContact(b2Contact * contact)
void Box2dHandler::EndContact(b2Contact* contact)物理碰撞检測的回调方法。
void Box2dHandler::dealCollision()自己定义的碰撞处理方法。
就这么多。非常easy明了。接下来看看B2Sprite的代码
#include "cocos2d.h"
#include "Box2D.h"
USING_NS_CC;enum Enemy_Color
{
k_red = 0,
k_blue = 1,
k_yellow = 2,
};class B2Sprite : public cocos2d::Node
{
public:static B2Sprite* create(CCTexture2D * texture);
static B2Sprite* create(const char* pngFile);
bool init(const char* pngFile);
bool init(CCTexture2D* texture);
CCActionInterval* createAnimation(const char* plist,int frames);
CCActionInterval* createZombileAnimation(const char* plist, int frames, Enemy_Color color);static B2Sprite* create(const char* plist, int frames, Enemy_Color color);
bool init(const char* plist, int frames, Enemy_Color color);CC_SYNTHESIZE_READONLY(Sprite*, m_sprite, B2Sprite);
CC_SYNTHESIZE(b2Body*, m_b2Body, B2Body); // 物理实际的“物体”
CC_SYNTHESIZE(bool, m_isDead, IsDead);
CC_SYNTHESIZE(bool, m_isAlive, IsAlive);
};#endif
主要内容在这里
CC_SYNTHESIZE_READONLY(Sprite*, m_sprite, B2Sprite);我们能够看到B2Sprite一方面挂接了一个Sprite用于显示刚体,另外一方面有挂接了一个刚体对象m_b2Body,
CC_SYNTHESIZE(b2Body*, m_b2Body, B2Body); // 物理实际的“物体”
所以它就起着一个桥梁的作用。
实现代码就不给出了。由于都是些细节性的方法,是用来写这个Demo的。大家全然能够依据自己须要来封装自己的B2Sprite版本号。
好了完毕了这两个类的封装。接下来就是完毕我们的Demo了。
我建立一个叫HelloWorldScene的Layer来承载这个游戏Demo。
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"
#include "Box2D.h"
#include "VisibleRect.h"
#include "cocos-ext.h"
#include "Box2dHandler.h"
using namespace cocos2d;enum {
kTagParentNode = 1,
kTagBulletParentNode=2,
kTagHandler = 3,
kTagFloor = 100,
kTagFloor2 = 101,
kTagRedEnemy = 102,
kTagBlueEnemy = 103,
kTagYellowEnemy = 104,
kTagBulletBase = 500,
};class HelloWorld : public cocos2d::Layer, public Box2dHandlerDelegate
{
public:
// there‘s no ‘id‘ in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
HelloWorld();
~HelloWorld();// Touch process
bool onTouchBegan(Touch* touch, Event* pEvent);
void onTouchEnded(Touch* touch, Event* pEvent);virtual void CollisionEvent(B2Sprite*, B2Sprite*);
void HelloWorld::LaunchBomb(const b2Vec2& position, const b2Vec2& velocity);};
#endif // __HELLOWORLD_SCENE_H__
我将创建刚体的任务都放在构造函数中,CollisionEvent是处理碰撞的回调方法。LauchBomb是发射子弹的方法。
接下来看实现。
#include "HelloWorldScene.h"#define PTM_RATIO 32
USING_NS_CC;Scene* HelloWorld::createScene()
{
auto scene = Scene::create();
auto layer = new HelloWorld();
scene->addChild(layer);
layer->release();
return scene;
}HelloWorld::HelloWorld()
{
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto touchListener = EventListenerTouchOneByOne::create();
touchListener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
//touchListener->onTouchMoved = CC_CALLBACK_2(MapLayer::onTouchMoved, this);
touchListener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);Sprite* bg = Sprite::create("bg3.png");
addChild(bg, -1);
bg->setPosition(ccp( VisibleRect::center().x, VisibleRect::center().y));Box2dHandler * handler = Box2dHandler::handler();
handler->setDelegate(this);
handler->setTag(kTagHandler);
this->addChild(handler);B2Sprite * floor = B2Sprite::create("floor.png");
floor->setTag(kTagFloor);
floor->setPosition(300, 350);
handler->addStaticBodyForSprite(floor);
addChild(floor);B2Sprite * floor2 = B2Sprite::create("floor2.png");
floor2->setTag(kTagFloor2);
floor2->setPosition(450, 250);
handler->addStaticBodyForSprite(floor2);
addChild(floor2);B2Sprite * redEnemy = B2Sprite::create("Zombie", 16, k_red);
redEnemy->setTag(kTagRedEnemy);
redEnemy->setPosition(442,500);
handler->addBodyForSprite(redEnemy);
addChild(redEnemy);B2Sprite * blueEnemy = B2Sprite::create("Zombie", 16, k_blue);
blueEnemy->setTag(kTagBlueEnemy);
blueEnemy->setPosition(310,500);
handler->addBodyForSprite(blueEnemy);
addChild(blueEnemy);B2Sprite * yellowEnemy = B2Sprite::create("Zombie", 16, k_yellow);
yellowEnemy->setTag(kTagYellowEnemy);
yellowEnemy->setPosition(330,500);
handler->addBodyForSprite(yellowEnemy);
addChild(yellowEnemy);
}HelloWorld::~HelloWorld()
{
}void HelloWorld::LaunchBomb(const b2Vec2& position, const b2Vec2& velocity)
{
B2Sprite * sprite = B2Sprite::create("bullet.png");
sprite->setScale(0.3);
sprite->setPosition(ccp(position.x, position.y));
Box2dHandler * handler = (Box2dHandler*)(this->getChildByTag(kTagHandler));
handler->addBodyForSprite(sprite, 1.0, 0.3, 0.8, circle);
sprite->getB2Body()->SetLinearVelocity(velocity);
sprite->getB2Body()->SetBullet(true);
sprite->setTag(kTagBulletBase);
addChild(sprite);
}bool HelloWorld::onTouchBegan(Touch* touch, Event* pEvent)
{
return true;
}void HelloWorld::onTouchEnded(Touch* touch, Event* pEvent)
{
Point p = touch->getLocation();
b2Vec2 target(p.normalize().x * 100, p.normalize().y*100);
b2Vec2 v = target;
b2Vec2 source(0, 0);
LaunchBomb(source, v);
}// a is bullet
void HelloWorld::CollisionEvent(B2Sprite*a, B2Sprite*b)
{
if(a->getPositionX() < b->getPositionX())
b->getB2Body()->ApplyLinearImpulse(b2Vec2(100,0), b->getB2Body()->GetPosition(), true);
else if(a->getPositionX() > b->getPositionX())
b->getB2Body()->ApplyLinearImpulse(b2Vec2(-100,0), b->getB2Body()->GetPosition(), true);}
HelloWorld::HelloWorld()中我放置了两个镜头刚体作为floor,
然后在上面放了几个敌人。当然,假设要做一个正式的游戏,关卡数据要在外面编辑好,然后读取进来。这里只写个Demo,就没有编辑关卡了。
void HelloWorld::LaunchBomb(const b2Vec2& position, const b2Vec2& velocity)创建了一个子弹刚体。这种方法在每次触摸屏幕都会触发。
void HelloWorld::CollisionEvent(B2Sprite*a, B2Sprite*b)碰撞检測回调方法,这里做的处理是:
假设子弹和敌人产生碰撞,假设敌人在子弹坐标,就给它一个水平向左的冲量,反之给它一个向右的冲量,让它掉下平台。
能够看到,真正的Demo代码是很少的。
接下来上图。
设计一颗子弹
好了,这就是本章的所有内容。源代码已经上传到群 216208142 空间,有须要的读者能够加群来获取。
让子弹飞Demo版