网上有文章介绍如何构造 撞球游戏( http://www.raywenderlich.com/28602/intro-to-box2d-with-cocos2d-2-x-tutorial-bouncing-balls )
但是它是基于 Apple, 我通过实践构造了 Android 下项目并成功编译运行
现假设已经生成 Android 下的 Hello World 项目 (可以参见 分析Cocos2d Android 项目的生成和运行)
现在我们通过改写 HelloWorldScene.h, HelloWorldScene.cpp 生成撞球游戏
Cocos 已经帮我们集成了 Box2D ( cocos2d-2.1rc0-x-2.1.2\external\Box2D ), 并且 build 到 cocos_extension_static, 最终生成的 libgame 会被自动 load, 因此我们直接使用就可以了
就是头文件有些问题, 用下面方法解决
修改Cocos3\proj.android\jni\Android.mk
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
改为
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes $(LOCAL_PATH)/../../../external/Box2D
(参照 http://www.raywenderlich.com/28602/intro-to-box2d-with-cocos2d-2-x-tutorial-bouncing-balls)
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" #include "Box2D.h" #define PTM_RATIO 32.0 class HelloWorld : public cocos2d::CCLayer { public: // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone virtual bool init(); // there's no 'id' in cpp, so we recommand to return the exactly class pointer static cocos2d::CCScene* scene(); // a selector callback void menuCloseCallback(CCObject* pSender); // implement the "static node()" method manually CREATE_FUNC(HelloWorld); b2World *_world; b2Body *_body; cocos2d::CCSprite *_ball; #endif // __HELLOWORLD_SCENE_H__
#include "HelloWorldScene.h" #include "SimpleAudioEngine.h" using namespace cocos2d; using namespace CocosDenshion; CCScene* HelloWorld::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object HelloWorld *layer = HelloWorld::create(); // 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 ( !CCLayer::init() ) { return false; } CCMenuItemImage *pCloseItem = CCMenuItemImage::create( "CloseNormal.png", "CloseSelected.png", this, menu_selector(HelloWorld::menuCloseCallback) ); pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) ); // create menu, it's an autorelease object CCMenu* pMenu = CCMenu::create(pCloseItem, NULL); pMenu->setPosition( CCPointZero ); this->addChild(pMenu, 1); CCSize winSize = CCDirector::sharedDirector()->getWinSize(); CCSprite* _ball = CCSprite::create("ball.png"); this->addChild(_ball, 0); _ball->setPosition( ccp(100,300) ); b2Vec2 gravity(0.0f, -8.0f); _world = new b2World(gravity); b2BodyDef groundBodyDef; groundBodyDef.position.Set(0,0); b2Body *groundBody = _world->CreateBody(&groundBodyDef); b2EdgeShape groundEdge; b2FixtureDef boxShapeDef; boxShapeDef.shape = &groundEdge; //wall definitions //bottom groundEdge.Set(b2Vec2(0,0), b2Vec2(winSize.width /PTM_RATIO, 0)); groundBody->CreateFixture(&boxShapeDef); // left groundEdge.Set(b2Vec2(0,0), b2Vec2(0,winSize.height/PTM_RATIO)); groundBody->CreateFixture(&boxShapeDef); // top groundEdge.Set(b2Vec2(0, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO)); groundBody->CreateFixture(&boxShapeDef); // right groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, 0)); groundBody->CreateFixture(&boxShapeDef); b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 300/PTM_RATIO); ballBodyDef.userData = _ball; _body = _world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); schedule(schedule_selector(HelloWorld::tick)); //schedule(schedule_selector(HelloWorld::kick), 5); CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("background-music-aac.wav", true); return true; } void HelloWorld::menuCloseCallback(CCObject* pSender) { CCDirector::sharedDirector()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif } void HelloWorld::tick(float dt) { _world->Step(dt, 10, 10); for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData->setPosition(ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO)); ballData->setRotation(-1 * CC_RADIANS_TO_DEGREES(b->GetAngle())); } } }
把这些文件放到 you_project\Resources 下面
ball.png 我贴在下面, 别的文件都可以在 cocos2d-2.1rc0-x-2.1.2/samples/Cpp/SimpleGame 下找到
先用NDK ./build_native.sh 编译重新生成 libgame.so
而后在 eclipse 重新生成 .apk, 并安装到设备上
你现在得到一个自动四处碰撞但却会慢慢停下来的球, 同时会播放背景音乐
HelloWorldScene.h 加入
class HelloWorld : public cocos2d::CCLayer { ... void kick(); void registerWithTouchDispatcher(); void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);}; ... }
HelloWorldScene.cpp
void HelloWorld::kick() { b2Vec2 force = b2Vec2(30, 30); _body->ApplyLinearImpulse(force,_body->GetPosition()); } void HelloWorld::registerWithTouchDispatcher() { // CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,0,true); CCDirector::sharedDirector()->getTouchDispatcher()->addStandardDelegate(this,0); } void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event) { // Choose one of the touches to work with CCTouch* touch = (CCTouch*)( touches->anyObject() ); CCPoint location = touch->getLocation(); CCLog("++++++++after x:%f, y:%f", location.x, location.y); kick(); }
还要在 bool HelloWorld::init() enable touch
this->setTouchEnabled(true);
以后你每次触摸屏幕, 球将会强力弹一次.
最后你得到一个有音乐,有互动,画面平滑的简单游戏.