太久没有更新了,新年回来工作,突然有收到网友的邮件提问,居然还有人在关注,惭愧,找了下电脑上还有一点儿存着,顺便先发这一个番外篇吧,好歹可以看到真实的效果,等我考完英语,一定会更新下一章,“愤怒的小鸟篇”
此篇,并不是书中的篇符,而是通过希望通过结合实际的canvas 绘图库实现box2d物理引擎在各绘图库上应用,绘图库网上有很多现成的
如:createjs, pixi.js 等,Egret或者其它游戏引擎有自己的物理引擎扩展库,所以就不说了。
现在通过之前的学习,基本掌握了刚体等基础概念。那如何如何应用于现实画面中呢?
box2d只是模拟了物体,是虚拟的,如果不是通过debug是看不到任何画面的,要让用户看到画面,必须得结合canvas绘图能力,自己操作canvas绘图的原始API太麻烦,所以就有了createjs等其它流行的canvas库.
以下都以createJS代替canvas,当然你用其它库或者直接操作canvas也都可以
先上效果图
完成代码位于
https://github.com/willian12345/Box2D-for-Javascript-Games/blob/master/5-c.html
box2d呈现于createJS,贴上图的基本原理,就是将物理引擎世界中刚体的所有状态复制到createJS舞台对象!
function init() { var b2Vec2 = Box2D.Common.Math.b2Vec2 , b2AABB = Box2D.Collision.b2AABB , b2BodyDef = Box2D.Dynamics.b2BodyDef , b2Body = Box2D.Dynamics.b2Body , b2FixtureDef = Box2D.Dynamics.b2FixtureDef , b2Fixture = Box2D.Dynamics.b2Fixture , b2World = Box2D.Dynamics.b2World , b2MassData = Box2D.Collision.Shapes.b2MassData , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape , b2DebugDraw = Box2D.Dynamics.b2DebugDraw , b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef ; var worldScale = 30; // box2d中以米为单位,1米=30像素 var gravity = new b2Vec2(0, 5); var sleep = true; var world; var stage,debug; function main(){ stage = new createjs.Stage("canvas"); debug = new createjs.Stage("debug"); setupPhysics(); debugDraw(); debug.on("stagemousedown", stagemousedown); createjs.Ticker.timingMode = createjs.Ticker.RAF; createjs.Ticker.on("tick", function(){ stage.update(); world.DrawDebugData(); // 为了显示出createjs对象,这里不再绘制box2d对象至canvas world.Step(1/30, 10, 10);// 更新世界模拟 world.ClearForces(); // 清除作用力 }); } main(); function Ball(){ this.view = new createjs.Bitmap(‘soccer.png‘); this.view.regX = this.view.regY = 50; // 创建box2d球形体 var bodyDef = new b2BodyDef(); bodyDef.position.Set(Math.random()*640 / worldScale, 0/worldScale); bodyDef.type = b2Body.b2_dynamicBody bodyDef.userData = 0; var circleShape = new b2CircleShape(50 / worldScale); var fixtureDef = new b2FixtureDef(); fixtureDef.shape = circleShape; fixtureDef.density = 1; fixtureDef.restitution = .4 fixtureDef.friction = .5; this.view.body = world.CreateBody(bodyDef); this.view.body.CreateFixture(fixtureDef); this.view.on("tick", function(){ // 让createjs的bitmap对象实时复制box2d对象的位置与旋转角度 this.x = this.body.GetPosition().x * worldScale; this.y = this.body.GetPosition().y * worldScale; this.rotation = this.body.GetAngle() * (180 / Math.PI); }); } function setupPhysics(){ world = new b2World(new b2Vec2(0, 50), true); floor(); } function stagemousedown(){ var b = new Ball(); stage.addChild(b.view); // 将产生的createjs对象添加至舞台上 } function floor(){ var bodyDef = new b2BodyDef(); bodyDef.position.Set(320/worldScale, 465/worldScale); var polygonShape = new b2PolygonShape(); polygonShape.SetAsBox(320/worldScale, 15/worldScale); var fixtureDef = new b2FixtureDef(); fixtureDef.shape = polygonShape; fixtureDef.restitution = .4; fixtureDef.friction = .5; var theFloor = world.CreateBody(bodyDef); theFloor.CreateFixture(fixtureDef); } //setup debug draw function debugDraw(){ var debugDraw = new b2DebugDraw(); debugDraw.SetSprite(debug.canvas.getContext(‘2d‘)); debugDraw.SetDrawScale(worldScale); debugDraw.SetFillAlpha(0.5); debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); world.SetDebugDraw(debugDraw); } };
这一句
this.view = new createjs.Bitmap(‘soccer.png‘);
通过createjs的Bitmap对象读取图片,创建一个足球
this.view这个显示对象即createjs的Bitmap对象,用于显示在舞台即canvas上
this.view.on("tick", function(){ // 让createjs的bitmap对象实时复制box2d对象的位置与旋转角度 this.x = this.body.GetPosition().x * worldScale; this.y = this.body.GetPosition().y * worldScale; this.rotation = this.body.GetAngle() * (180 / Math.PI); });
在Bitmap对象上侦听tick事件,tick事件可以理解为FLASH中的ENTER_FRAME事件,即每一帧调用一次,在每帧中将刚体的x,y位置属性与角度属性复制到createJS的显示对象上,就完成了结合
注释掉这一句,就可以隐藏掉box2Djs的调试状态变成一个正常的带物理效果的足球了
// debugDraw();
更多关于createJS请至官网或者搜索相关知识,你也完成可以用其它绘图库完成一样的操作,比如Pixi.js
相关系列:
HTML5之2D物理引擎 Box2D for javascript Games 系列 第一部分
注:转载请注明出处博客园:sheldon(willian12345@126.com)
https://github.com/willian12345
原文地址:https://www.cnblogs.com/willian/p/10391319.html