iOS上的Box2d和Cocos2d会出现精灵和定位问题

时间:2013-03-04 18:13:01

标签: ios cocos2d-iphone box2d box2d-iphone

我在触摸屏幕时创建新的精灵/身体:

-(void) addNewSpriteAtPosition:(CGPoint)pos
{
    b2BodyDef bodyDef;
    bodyDef.type = b2_dynamicBody;
    bodyDef.position=[Helper toMeters:pos];
    b2Body* body = world->CreateBody(&bodyDef);

    b2CircleShape circle;
    circle.m_radius = 30/PTM_RATIO;

    // Define the dynamic body fixture.
    b2FixtureDef fixtureDef;
    fixtureDef.shape=&circle;
    fixtureDef.density=0.7f;
    fixtureDef.friction=0.3f;
    fixtureDef.restitution = 0.5;
    body-> CreateFixture(&fixtureDef);

    PhysicsSprite* sprite = [PhysicsSprite spriteWithFile:@"circle.png"];
    [self addChild:sprite];
    [sprite setPhysicsBody:body];
    body->SetUserData((__bridge void*)sprite);
}

这是我的定位助手:

+(b2Vec2) toMeters:(CGPoint)point
{
    return b2Vec2(point.x / PTM_RATIO, point.y / PTM_RATIO);
}

PhysicsSprite是与Box2D一起使用的典型方法,但我将包含相关方法:

-(CGAffineTransform) nodeToParentTransform
{
    b2Vec2 pos = physicsBody->GetPosition();

    float x = pos.x * PTM_RATIO;
    float y = pos.y * PTM_RATIO;

    if (ignoreAnchorPointForPosition_)
    {
        x += anchorPointInPoints_.x;
        y += anchorPointInPoints_.y;
    }

    float radians = physicsBody->GetAngle();
    float c = cosf(radians);
    float s = sinf(radians);

    if (!CGPointEqualToPoint(anchorPointInPoints_, CGPointZero))
    {
        x += c * -anchorPointInPoints_.x + -s * -anchorPointInPoints_.y;
        y += s * -anchorPointInPoints_.x + c * -anchorPointInPoints_.y;
    }

    self.position = CGPointMake(x, y);

    // Rot, Translate Matrix
    transform_ = CGAffineTransformMake(c, s, -s, c, x, y);
    return transform_;
}

现在,我有两个问题由以下两个图像说明,它们显示了精灵的调试绘制。视网膜和非视网膜版本:

retina

non-retina

问题#1 - 正如你在两个图像中看到的那样,距离(0,0)对象越远,精灵就越远离物理体。

问题#2 - 红色圆圈图像文件是60x60(视网膜),白色圆圈是30x30(非视网膜)。为什么屏幕尺寸不同? Cocos2d应该使用点,而不是像素,所以它们不应该在屏幕上大小相同吗?

1 个答案:

答案 0 :(得分:2)

使用contentSize。而不是硬编码大小。

circle.m_radius = sprite.contentSize.width*0.5f/PTM_RATIO;

这适用于所有SD和Retina模式。

您可以使用此样式在box2d和cocos2d位置之间进行同步:

body->SetTransform([self toB2Meters:sprite.position], 0.0f);    //box2d<---cocos2d

//OR
sprite.position = ccp(body->GetPosition().x * PTM_RATIO,
                     body->GetPosition().y * PTM_RATIO);  //box2d--->cocos2d