这听起来非常简单。我在一个类(Sprites.mm)中填充了一个带有PhysicsSprites的数组,该类返回自身(我在init方法HelloWorldLayer.mm类中初始化)。如何在HelloWorldLayer.mm的更新方法中访问数组(来自Sprites.mm)?我想在update方法中对sprite进行一些限制。请帮助。
答案 0 :(得分:1)
首先,您需要在两个类中共享相同的b2World,然后才能访问Sprites.mm世界。
为了更多的理解,我已经创建了一个可行的演示。我正在添加Sprites.mm代码的代码,我称之为Spritese.h& Spritese.mm
以下是Spritese.h代码
@interface Spritese : CCLayer {
NSMutableArray *arrSprite;
b2World* world;
}
@property (nonatomic,retain) NSMutableArray *arrSprite;
-(id)initWithArrayOfSprites : (b2World *)_world;
@end
.mm以下的<。
@implementation Spritese
@synthesize arrSprite;
#define PTM_RATIO 32
#define kTagBatchNode 1
-(id)initWithArrayOfSprites :(b2World *)_world{
if((self = [super init])){
CGSize screenSize = [CCDirector sharedDirector].winSize;
world = _world;
//Set up sprite
CCSpriteBatchNode *batch = [CCSpriteBatchNode batchNodeWithFile:@"blocks.png" capacity:150];
[self addChild:batch z:0 tag:kTagBatchNode];
for(int i=0; i<3; i++)//creating 3 objects
[self addNewSpriteWithCoords:ccp(screenSize.width/2, screenSize.height/2)];
}
return self;
}
-(void) addNewSpriteWithCoords:(CGPoint)p
{
CCLOG(@"Add sprite %0.2f x %02.f",p.x,p.y);
CCSpriteBatchNode *batch = (CCSpriteBatchNode*) [self getChildByTag:kTagBatchNode];
//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
CCSprite *sprite = [CCSprite spriteWithBatchNode:batch rect:CGRectMake(32 * idx,32 * idy,32,32)];
[batch addChild:sprite];
sprite.position = ccp( p.x, p.y);
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
bodyDef.userData = sprite;
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
[arrSprite addObject:sprite];
}
@end
在HelloWorld.h文件中导入Class Spritese并添加
@property(nonatomic,retain) Spritese *sprit;
并在.mm文件中合成
现在在HelloWorld的init方法中添加此代码
sprit = [[Spritese alloc] initWithArrayOfSprites:world];
[self addChild:sprit];
最后在tick OR update方法中你需要添加
-(void) tick: (ccTime) dt
{
int32 velocityIterations = 8;
int32 positionIterations = 1;
world->Step(dt, velocityIterations, positionIterations);
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL) {
CCSprite *myActor = (CCSprite*)b->GetUserData();
myActor.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
Spritese *s = (Spritese *)b->GetUserData();
for(int i=0; i < [sprit.arrSprite count]; i++){
if(s == [sprit.arrSprite objectAtIndex:i]){
s.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
s.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
NSLog(@"Process Sprite Here");
}
}
}
}
}
我希望代码示例能在您身边发挥作用。
答案 1 :(得分:0)
在Sprites.h文件中创建属性
@property (nonatomic, readonly) NSArray* physicSprites;
然后在.mm文件中
@synthesize physicSprites = m_physicSprites;
如果您的数组实例名为m_physicSprites;
然后你就可以像
那样访问它了[spritesInstance physicSprites];
或
spriteInstance.physicSprites