【发布时间】:2014-04-17 00:00:24
【问题描述】:
我有以下函数初始化cocos2dx中的场景,据我所知,我做的一切都是正确的。但是我的CCSprite 仍然没有充当物理机构。它在屏幕中心保持静止,但它应该会下落并受到重力的影响。
任何帮助将不胜感激。提前致谢。
void HelloWorld::initPhysics()
{
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
//creating the world
b2Vec2 gravity;
gravity.Set(0.0f, -20.0f);
world = new b2World(gravity);
// Do we want to let bodies sleep?
world->SetAllowSleeping(true);
world->SetContinuousPhysics(true);
CCSprite* bird = CCSprite::create("Harry@2x.png");
bird->setScale(2.0);
bird->setPosition(ccp(visibleSize.width/2, visibleSize.height/2));
addChild(bird);
b2Body *_body;
// Create ball body and shape
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(screenSize.width,screenSize.height);
ballBodyDef.userData = bird;
_body = world->CreateBody(&ballBodyDef);
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 100.0f;
ballShapeDef.friction = 0.5f;
ballShapeDef.restitution = 0.7f;
_body->CreateFixture(&ballShapeDef);
}
这是我的更新函数,我已将世界变量添加为全局变量。
void HelloWorld::update(float dt)
{
int velocityIterations = 8;
int positionIterations = 1;
world->Step(dt, velocityIterations, positionIterations);
//Iterate over the bodies in the physics world
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL) {
//Synchronize the AtlasSprites position and rotation with the corresponding body
CCSprite* myActor = (CCSprite*)b->GetUserData();
myActor->setPosition( CCPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO) );
myActor->setRotation( -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()) );
}
}
}
【问题讨论】:
标签: c++ sprite cocos2d-x game-physics ccsprite