本文介绍了如何在cocos2d-x中使用box2d进行碰撞检测的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我的两个精灵是角色角色和英雄.我想在cocos2d-x中使用box2d检测到它们的碰撞我已经在屏幕上移动了两个精灵(自动滚动,手动英雄).

my two sprites are roll and hero. i want to detect their collision using box2d in cocos2d-xi have got both the sprites moving on the screen (roll automatically, hero manually).

我要做的就是调用函数intersection();

all i want to do is call the function intersection();

两个精灵碰撞时. (精灵会在* .h文件中全局声明)

when the two sprites collide. (sprites are declared globally in the *.h file)

#include "GameScene.h"
#include "HomeScene.h"
USING_NS_CC;

CCScene* GameScene::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::node();

    // 'layer' is an autorelease object
    GameScene *layer = GameScene::node();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool GameScene::init()
{

    //////////////////////////////
    // 1. super init first
    if ( !CCLayerColor::initWithColor(ccc4(0,0,0,255) ))
    {
        return false;
    }

    //////////////////////////////
    // 2. add your codes below...
    count=0;
    life=3;
    CCSize WinSize= CCDirector::sharedDirector()->getWinSize();
    // background
    CCSprite * bg=CCSprite::spriteWithFile("bg.png");
    bg->setPosition(CCPointZero);
    bg->setAnchorPoint(CCPointZero);
    bg->setScaleX(WinSize.width/460);
    bg->setScaleY(WinSize.height/325);
    this->addChild(bg,0,1);

    //close button
    CCSprite * back=CCSprite::spriteWithFile("close.png");
    CCSprite * back1=CCSprite::spriteWithFile("closeS.png");
    CCMenuItemSprite *home=CCMenuItemSprite::itemFromNormalSprite(back,back1,this,menu_selector(GameScene::callNext));
    CCMenu *MenuClose=CCMenu::menuWithItem(home);
    MenuClose->setPosition(ccp(WinSize.width-20,WinSize.height-20));
    this->addChild(MenuClose,5,1);

    //life icon
    CCSprite * rc=CCSprite::spriteWithFile("rc.png");
    rc->setPosition(ccp(20,WinSize.height-20));
    this->addChild(rc,5,15);

    //score icon
    CCSprite * dp=CCSprite::spriteWithFile("dp.png");
    dp->setPosition(ccp(55,WinSize.height-20));
    this->addChild(dp,5,18);

    //insert roller at a random place
    roll=CCSprite::spriteWithFile("ball.png");
    int minY = (roll->getContentSize().height/2)+(WinSize.height/(4.5));
    int maxY = (WinSize.height)-  (roll->getContentSize().height/2);
    int rangeY = maxY - minY;

    srand ( time(NULL) );

    int actualY = ( rand() % rangeY ) + minY;
    CCLOG("the actualY is oooooooooooooooooooooooooooooooooooooooooooooooooooooooo %d",actualY);
    roll->setPosition(ccp(20,actualY));
    this->addChild(roll,5,8);

    // Determine speed of the roller
    int minDuration = 3;
    int maxDuration = 7;
    int rangeDuration = maxDuration - minDuration;
    int actualDuration = ( rand() % rangeDuration)+ minDuration;

/*
//creating constraints for the roller
float maxXX = WinSize.width - roll->getContentSize().width/2;
float minXX =roll->getContentSize().width/2;
if (roll->getPosition().x > maxXX)
{
    roll->setPosition( ccp(maxXX, roll->getPosition().y)) ;
}
else if (roll->getPosition().x < minXX)
{
     roll->setPosition (ccp(minXX,roll->getPosition().y));
}


float maxYY = WinSize.height - roll->getContentSize().height/2;
float minYY = roll->getContentSize().height/2;

if (roll->getPosition().y > maxYY)
{
   roll->setPosition ( ccp(roll->getPosition().x, maxYY));
}
else if (getPosition().y < minYY)
{
   roll->setPosition( ccp(roll->getPosition().x, minYY));
}
*/


    // Create the rolling action
    roll->runAction(CCRepeatForever::actionWithAction((CCSequence*) CCSequence::actions(
                    CCJumpTo::actionWithDuration( actualDuration,ccp(WinSize.width,( rand() % rangeY ) + minY ),( rand() % rangeY ) + minY,4 ),
                    CCHide::action(),
                    CCMoveTo::actionWithDuration(0,ccp(20,( rand() % rangeY ) + minY)),
                    CCShow::action(),
                    CCCallFunc::actionWithTarget( this,callfunc_selector(GameScene::scores)),
                    NULL)) );

    //displaying scores
    sprintf(score,"%d",count);
    scr= CCLabelBMFont::labelWithString(score , "arial16.fnt");
    scr->setPosition(ccp(55,WinSize.height-20));
    scr->setColor(ccc3(0,0,255));
    this->addChild(scr,50);

    //displaying lifes
    sprintf(lifeLabel,"%d",life);
    lif= CCLabelBMFont::labelWithString(lifeLabel , "arial16.fnt");
    lif->setPosition(ccp(20,WinSize.height-20));
    lif->setColor(ccc3(0,0,255));
    this->addChild(lif,50);

    // insert animated hero
    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("boyJog.plist","boyJog.png");

    CCMutableArray<CCSpriteFrame*> *proFrame = new CCMutableArray<CCSpriteFrame *>;
    hero = CCSprite::spriteWithSpriteFrameName("boyJog1.png");
    hero->setPosition(ccp(WinSize.width/2-30,WinSize.height/(4.5)));
    hero->setAnchorPoint(CCPointZero);

    char buff[60];
    for(int i=1;i<=13;i++)
    {
        sprintf(buff,"boyJog%d.png",i);
        proFrame->addObject( (CCSpriteFrameCache::sharedSpriteFrameCache())->spriteFrameByName(buff));
    }

    CCAnimation *progressAnimation=CCAnimation::animationWithFrames(proFrame, 0.05);

    //set animation object here
    CCAnimate *animate=CCAnimate::actionWithAnimation(progressAnimation,false);
    hero->runAction(CCRepeatForever::actionWithAction(animate));
    hero->setScale(.5);

    this->addChild( hero);




    //left right button
    CCSprite *moveRight= CCSprite::spriteWithFile("arrowRight.png");
    CCSprite *moveLeft= CCSprite::spriteWithFile("arrowLeft.png");
    CCSprite *moveRightS= CCSprite::spriteWithFile("arrowRight.png");
    CCSprite *moveLeftS= CCSprite::spriteWithFile("arrowLeft.png");

    CCMenuItemSprite *right=CCMenuItemSprite::itemFromNormalSprite(moveRight,moveRightS,this,menu_selector(GameScene::heroRight));
    CCMenuItemSprite *left=CCMenuItemSprite::itemFromNormalSprite(moveLeft,moveLeftS,this,menu_selector(GameScene::heroLeft));
    CCMenu *RL =CCMenu::menuWithItems(left,right,NULL);

    RL->alignItemsHorizontallyWithPadding(20);
    RL->setPosition(ccp(WinSize.width-40,20));
    RL->setOpacity(150);
    this->addChild(RL);


    //jump button
    CCSprite *jump= CCSprite::spriteWithFile("arrowUp.png");
    CCSprite *jumpS= CCSprite::spriteWithFile("arrowUp.png");
    CCMenuItemSprite *mmJump=CCMenuItemSprite::itemFromNormalSprite(jump,jumpS,this,menu_selector(GameScene::heroJump));
    CCMenu *menuJump=CCMenu::menuWithItem(mmJump);
    menuJump->setPosition(ccp(20,20));

    menuJump->setOpacity(150);

    this->addChild(menuJump,5,12);




    //////////////////////////////
    return true;
}


void GameScene::callNext(CCObject *sender)
{
    CCLOG("game played");

    CCDirector::sharedDirector()->replaceScene(CCTransitionFade::transitionWithDuration(1,(HomeScene::scene())));
    //exit(1);
}

void GameScene::heroJump(CCObject *sender)
{
    CCLOG(" U");
    CCSize WinSize= CCDirector::sharedDirector()->getWinSize();
    CCPoint Pt=hero->getPosition();
    hero->runAction(CCJumpTo::actionWithDuration(1,ccp(Pt.x,WinSize.height/(4.5)),50,1));
}
void GameScene::heroLeft(CCObject *sender)
{
    CCLOG(" L");
    CCSize WinSize= CCDirector::sharedDirector()->getWinSize();
    CCPoint Pt=hero->getPosition();
    hero->runAction(CCJumpTo::actionWithDuration(1,ccp(Pt.x-30,WinSize.height/(4.5)),0,1));
    hero->setFlipX(1);
    //hero->runAction(CCRepeatForever::actionWithAction(animate));

}
void GameScene::heroRight(CCObject *sender)
{
    CCLOG(" R");
    CCSize WinSize= CCDirector::sharedDirector()->getWinSize();
    CCPoint Pt=hero->getPosition();
    hero->runAction(CCJumpTo::actionWithDuration(1,ccp(Pt.x+30,WinSize.height/(4.5)),0,1));
    hero->setFlipX(0);
    //hero->runAction(CCRepeatForever::actionWithAction(animate));
}

void GameScene::scores()
{

    count+=10;
    CCLOG("count ==========================%d",count);
    sprintf(score,"%d",count);
    scr->setString(score);
}

void GameScene::intersection()
{
    CCLOG("collided..........................................................");
}

推荐答案

高兴的是没有冲突.您必须使用Box2D,同步图形和物理来创建其物理表示.然后,您必须实现自己的联系侦听器(继承自b2ContactListener),并在发生碰撞时使用它来通知.

Sprited are not colliding. You have to create their physical representation using Box2D, sync graphics and physics. Then you have to implement your own contact listener (inherit from b2ContactListener) and use it to be notified when collision happens.

这篇关于如何在cocos2d-x中使用box2d进行碰撞检测的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

08-04 20:02