我做了一个简单的游戏。
它有许多钻石图像和一个球。当球与钻石形状接触时,则发生碰撞。在我的应用中,当球在边缘上碰触然后碰撞正常工作但是当球碰到角落时碰撞不起作用。
听到代码..
- (id)init {
if ((self=[super init])) {
CGSize winSize = [CCDirector sharedDirector].winSize;
self.isTouchEnabled = YES;
self.isAccelerometerEnabled=YES;
// Create a world
b2Vec2 gravity = b2Vec2(0.0f, 0.0f);
bool doSleep = true;
_world = new b2World(gravity, doSleep);
// Create edges around the entire screen
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
_groundBody = _world->CreateBody(&groundBodyDef);
b2PolygonShape groundBox;
b2FixtureDef groundBoxDef;
groundBoxDef.shape = &groundBox;
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(winSize.width/PTM_RATIO, 0));
_bottomFixture = _groundBody->CreateFixture(&groundBoxDef);
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(0, winSize.height/PTM_RATIO));
_groundBody->CreateFixture(&groundBoxDef);
groundBox.SetAsEdge(b2Vec2(0, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
_groundBody->CreateFixture(&groundBoxDef);
groundBox.SetAsEdge(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, 0));
_groundBody->CreateFixture(&groundBoxDef);
// Create sprite and add it to the layer
CCSprite *ball = [CCSprite spriteWithFile:@"ball1.png" rect:CGRectMake(0, 0, 16,16)];
// ball.position = ccp(180, 400);
ball.tag = 1;
// Create ball body
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(180/PTM_RATIO, 450/PTM_RATIO);
ballBodyDef.userData = ball;
ballBody = _world->CreateBody(&ballBodyDef);
// Create circle shape
b2CircleShape circle;
circle.m_radius = 16/PTM_RATIO;
//circle.m_radius = 50/PTM_RATIO;
// Create shape definition and add to body
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 1.0f;
ballShapeDef.friction = 0.0f; // We don't want the ball to have friction!
ballShapeDef.restitution = 0.0f;
_ballFixture = ballBody->CreateFixture(&ballShapeDef);
// Give shape initial impulse...
b2Vec2 force = b2Vec2(0, 0);
ballBody->ApplyLinearImpulse(force, ballBodyDef.position);
for(int i = 0; i < 5; i++)
{
static int padding=25;
CCSprite *block = [CCSprite spriteWithFile:@"diamond2.png"];
int xOffset = padding+block.contentSize.width/5+((block.contentSize.width+padding)*i);
block.position = ccp(xOffset, 250);
block.tag = 2;
[self addChild:block];
// Create block body
b2BodyDef blockBodyDef;
// blockBodyDef.type = b2_dynamicBody;
blockBodyDef.position.Set(xOffset/PTM_RATIO, 400/PTM_RATIO);
blockBodyDef.userData = block;
b2Body *blockBody = _world->CreateBody(&blockBodyDef);
// Create block shape
b2PolygonShape blockShape;
blockShape.SetAsBox(block.contentSize.width/PTM_RATIO/8,
block.contentSize.height/PTM_RATIO/8
);
// Create shape definition and add to body
b2FixtureDef blockshapeDef;
blockshapeDef.shape = &blockShape;
blockshapeDef.density = 0.0;
blockshapeDef.friction = 10.0;
blockshapeDef.restitution = 0.1f;
blockBody->CreateFixture(&blockshapeDef);
}
[self addChild:ball];
// Create contact listener
_contactListener = new MyContactListener();
_world->SetContactListener(_contactListener);
[[SimpleAudioEngine sharedEngine] playBackgroundMusic:@"background-music-aac.caf"];
[self schedule:@selector(tick:)];
}
return self;
}
- (void)tick:(ccTime) dt {
// bool blockFound = false;
_world->Step(dt, 10, 10);
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *sprite = (CCSprite *)b->GetUserData();
if (sprite.tag == 1) {
static int maxSpeed = 20;
b2Vec2 velocity = b->GetLinearVelocity();
float32 speed = velocity.Length();
// When the ball is greater than max speed, slow it down by
// applying linear damping. This is better for the simulation
// than raw adjustment of the velocity.
if (speed > maxSpeed) {
b->SetLinearDamping(0.2);
} else if (speed < maxSpeed) {
b->SetLinearDamping(0.0);
}
}
sprite.position = ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
sprite.rotation = 1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
Plz帮助我检测钻石形状角落附近正确的collsion检测....
答案 0 :(得分:1)
我不确定我是否理解,但似乎你没有制作钻石,你正在制作方形/盒子:
blockShape.SetAsBox(block.contentSize.width/PTM_RATIO/8,block.contentSize.height/PTM_RATIO/8);
也许这就是为什么你说碰撞不起作用的原因。
如果你的身体是正方形而你的精灵是钻石,则有三种选择:
还有其他方法可以创建自定义形状,如:
void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
void b2PolygonShape::SetAsEdge(const b2Vec2& v1, const b2Vec2& v2)