var TAG_SPRITE_MANAGER = ;
var PTM_RATIO = ; Box2DTestLayer = cc.Layer.extend({
world:null,
//GLESDebugDraw *m_debugDraw; ctor:function () {
this._super(); cc.eventManager.addListener(cc.EventListener.create({
event: cc.EventListener.TOUCH_ALL_AT_ONCE,
onTouchesEnded: function(touches, event){
//Add a new body/atlas sprite at the touched location
var touch = touches[];
var location = touch.getLocation();
event.getCurrentTarget().addNewSpriteWithCoords(location);
}
}), this); var b2Vec2 = Box2D.Common.Math.b2Vec2
, b2BodyDef = Box2D.Dynamics.b2BodyDef
, b2Body = Box2D.Dynamics.b2Body
, b2FixtureDef = Box2D.Dynamics.b2FixtureDef
, b2World = Box2D.Dynamics.b2World
, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape
, b2CircleShape = Box2D.Collision.Shapes.b2CircleShape; var screenSize = cc.director.getWinSize();
//UXLog(L"Screen width %0.2f screen height %0.2f",screenSize.width,screenSize.height); // Construct a world object, which will hold and simulate the rigid bodies.
// 重力系数
var gravity = new b2Vec2(,-); //new b2Vec2(0, -10)
//允许睡眠
var allowSleep = true;
this.world = new b2World(gravity, allowSleep);
// 允许物理现象
this.world.SetContinuousPhysics(true); // Define the ground body.
//var groundBodyDef = new b2BodyDef(); // TODO
//groundBodyDef.position.Set(screenSize.width / 2 / PTM_RATIO, screenSize.height / 2 / PTM_RATIO); // bottom-left corner // Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
//var groundBody = this.world.CreateBody(groundBodyDef); var fixDef = new b2FixtureDef;
fixDef.density = 1.0; //密度
fixDef.friction = 0.8; //摩擦
fixDef.restitution = ; //弹性 //创建刚体定义数据对象
var bodyDef = new b2BodyDef; //create ground //为静态刚体, 即不受碰撞影响
bodyDef.type = b2Body.b2_staticBody;
//设备形状为圆形
fixDef.shape = new b2PolygonShape;//多边形
//设置为矩形
fixDef.shape.SetAsBox(, );
// upper
// PTM_RATIO代表32个像素是一米
bodyDef.position.Set(, screenSize.height / PTM_RATIO); //世界创建刚体, 刚体创建设备, 设备拥有形状
var body = this.world.CreateBody(bodyDef);
body.CreateFixture(fixDef); // bottom
bodyDef.position.Set(, -1.8);
this.world.CreateBody(bodyDef).CreateFixture(fixDef); fixDef.shape.SetAsBox(, );
// left
bodyDef.position.Set(-1.8, );
this.world.CreateBody(bodyDef).CreateFixture(fixDef);
// right
bodyDef.position.Set(26.8, );
this.world.CreateBody(bodyDef).CreateFixture(fixDef); //Set up sprite // var mgr = cc.SpriteBatchNode.create(res.s_pathBlock, 150);
// this.addChild(mgr, 0, TAG_SPRITE_MANAGER);
var ball = new Ball(); //cc.Sprite.create(res.b_ball_01);
this.addChild(ball,,TAG_SPRITE_MANAGER); this.addNewSpriteWithCoords(cc.p(screenSize.width / , screenSize.height / )); this.scheduleUpdate();
}, addNewSpriteWithCoords:function (p) {
//UXLog(L"Add sprite %0.2f x %02.f",p.x,p.y);
/*
var batch = this.getChildByTag(TAG_SPRITE_MANAGER); //We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
//just randomly picking one of the images
var idx = (Math.random() > .5 ? 0 : 1);
var idy = (Math.random() > .5 ? 0 : 1);
var sprite = cc.Sprite.create(batch.texture, cc.rect(32 * idx, 32 * idy, 32, 32));
batch.addChild(sprite);
*/
var sprite = this.getChildByTag(TAG_SPRITE_MANAGER);
sprite.x = p.x;
sprite.y = p.y; // Define the dynamic body.
//Set up a 1m squared box in the physics world
var b2BodyDef = Box2D.Dynamics.b2BodyDef
, b2Body = Box2D.Dynamics.b2Body
, b2FixtureDef = Box2D.Dynamics.b2FixtureDef
, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape; var bodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.Set(p.x / PTM_RATIO, p.y / PTM_RATIO);
bodyDef.userData = sprite;
var body = this.world.CreateBody(bodyDef); // Define another box shape for our dynamic body.
var dynamicBox = new b2PolygonShape();
dynamicBox.SetAsBox(0.5, 0.5);//These are mid points for our 1m box // Define the dynamic body fixture.
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = dynamicBox;
fixtureDef.density = 1.0;
fixtureDef.friction = 0.3;
body.CreateFixture(fixtureDef); },
update:function (dt) {
//It is recommended that a fixed time step is used with Box2D for stability
//of the simulation, however, we are using a variable time step here.
//You need to make an informed choice, the following URL is useful
//http://gafferongames.com/game-physics/fix-your-timestep/ var velocityIterations = ;
var positionIterations = ; // Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
this.world.Step(dt, velocityIterations, positionIterations); //Iterate over the bodies in the physics world
for (var b = this.world.GetBodyList(); b; b = b.GetNext()) {
if (b.GetUserData() != null) {
//Synchronize the AtlasSprites position and rotation with the corresponding body
var myActor = b.GetUserData();
myActor.x = b.GetPosition().x * PTM_RATIO;
myActor.y = b.GetPosition().y * PTM_RATIO;
myActor.rotation = - * cc.RADIANS_TO_DEGREES(b.GetAngle());
}
} }
//CREATE_NODE(Box2DTestLayer);
}); var Box2DTestScene = cc.Scene.extend({
onEnter:function () {
this._super();
var pLayer = new Box2DTestLayer();
this.addChild(pLayer);
}
});