如果上一篇文章,你看懂了,那么这篇文章,相信对你应该问题不大,会有一个实例提高。
我们要实现的是,让车和猫产生碰撞,碰撞之后猫消失。先上图:
经过前一篇文章的介绍,你对于创建具有物理世界的场景应该不陌生了,HelloWorldScene.cpp的createScene()方法如下:
Scene* HelloWorld::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); Vect gravity = Vect(0.0f, 0.0f); scene->getPhysicsWorld()->setGravity(gravity); // 'layer' is an autorelease object auto layer = HelloWorld::create(); layer->setPhyWorld(scene->getPhysicsWorld()); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; }
如果对SpriteBachNode不熟悉的话,请先看这篇文章:http://blog.csdn.net/legendof1991/article/details/21991873
首先,我们来创建一个项目,将原有的代码都删除掉。
在HelloWorldScene.h中添加成员变量:
SpriteBatchNode* _spriteSheet;
bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } //第二个参数“2”代表图片sprite.png中有两个精灵 _spriteSheet = SpriteBatchNode::create("sprites.png", 2); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("sprites.plist", "sprites.png"); this->addChild(_spriteSheet); this->spawnCar(); this->schedule(schedule_selector(HelloWorld::secondUpadte), 1.0f); return true; }
void HelloWorld::spawnCar() { SpriteFrame* frame = SpriteFrameCache::getInstance()->spriteFrameByName("car.png"); Sprite* car = Sprite::createWithSpriteFrame(frame); car->setPosition(Point(100, 100)); addBoxBodyForSprite(car); car->setTag(2); car->runAction(MoveTo::create(1.0f, Point(300, 300))); car->runAction(RepeatForever::create(Sequence::create(MoveTo::create(1.0,Point(300, 100)),MoveTo::create(1.0,Point(200, 200)),MoveTo::create(1.0,Poin(100, 100)),NULL))); _spriteSheet->addChild(car); }
void HelloWorld::spawnCat() { auto winSize = Director::getInstance()->getWinSize(); auto cat = Sprite::createWithSpriteFrameName("cat.png"); int minY = cat->getContentSize().height / 2; int maxY = winSize.height - (cat->getContentSize().height / 2); int rangeY = maxY - minY; int actualY = CCRANDOM_0_1() * rangeY; int startX = winSize.width + (cat->getContentSize().width / 2); int endX = -(cat->getContentSize().width / 2); Point startPos = Point(startX, actualY); Point endPos = Point(endX, actualY); cat->setPosition(startPos); addBoxBodyForSprite(cat); cat->setTag(1); cat->runAction(Sequence::create(MoveTo::create(1.0, endPos), CallFuncN::create(this, callfuncN_selector(HelloWorld::spriteDone)),NULL)); _spriteSheet->addChild(cat); } void HelloWorld::secondUpadte(float dt) { this->spawnCat(); } void HelloWorld::spriteDone(Node* sender) { Sprite *sprite = (Sprite*)sender; _spriteSheet->removeChild(sprite,true); }
在这里,我们将来添加碰撞检测代码:
void HelloWorld::onEnter() { Layer::onEnter(); auto contactListener = EventListenerPhysicsContact::create(); contactListener->onContactBegin = CC_CALLBACK_2(HelloWorld::onContactBegin, this); auto dispatcher = Director::getInstance()->getEventDispatcher(); dispatcher->addEventListenerWithSceneGraphPriority(contactListener, this); } bool HelloWorld::onContactBegin(EventCustom* event, const PhysicsContact& contact) { auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode(); auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode(); if (spriteA->getTag() == 1) { spriteA->removeFromParentAndCleanup(true); } if (spriteB->getTag() == 1) { spriteB->removeFromParentAndCleanup(true); } return true; }