我基本上有一个长方形物体(像长矛),我有一个地面体。问题是,当长矛撞击地面时,它不会反弹,它会掉落在屏幕上。在这里我的物理设置:(忽略球参考,它假设被称为矛(矩形))
-(id) init {
if( (self=[super init])) {
CGSize winSize = [CCDirector sharedDirector].winSize;
self.isAccelerometerEnabled = YES;
self.isTouchEnabled = YES;
// Create sprite and add it to the layer
_ball = [CCSprite spriteWithFile:@"SPEAR.png" rect:CGRectMake(0, 0, 100, 10)];
_ball.position = ccp(100, 100);
[self addChild:_ball];
// Create a world
b2Vec2 gravity = b2Vec2(0.0f, -20.0f);
bool doSleep = true;
_world = new b2World(gravity, doSleep);
// Create edges around the entire screen
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = _world->CreateBody(&groundBodyDef);
b2PolygonShape groundBox;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundBox;
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(0, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundBox.SetAsEdge(b2Vec2(0, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundBox.SetAsEdge(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
// Create ball body and shape
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO);
ballBodyDef.userData = _ball;
b2Body *_body = _world->CreateBody(&ballBodyDef);
b2PolygonShape spearShape;
spearShape.SetAsBox(100/PTM_RATIO, 10/PTM_RATIO);
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &spearShape;
ballShapeDef.density = 1.0f;
ballShapeDef.friction = 0.9f;
ballShapeDef.restitution = 0.89f;
b2Vec2 force;
force.Set(_body->GetLinearVelocity().x+5.0f, _body->GetLinearVelocity().y+10.0f);
_body->SetLinearVelocity(force);
[self schedule:@selector(tick:)];
}
return self;
}
- (void)tick:(ccTime) dt {
_world->Step(dt, 10, 10);
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *ballData = (CCSprite *)b->GetUserData();
ballData.position = ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
答案 0 :(得分:1)
我没有看到你的代码中的任何地方将形状附加到球和矛。如果身体没有形状 - 它不会碰撞。
答案 1 :(得分:1)
我认为只有灯具在box2d中发生碰撞。 但是你的矛没有固定装置。 您只能创建夹具def而不是夹具本身。
将恢复原状设置为fixtureDef后,添加以下行:
_body->CreateFixture(&ballShapeDef);
一切都应该没问题!
我知道有点晚了。
答案 2 :(得分:0)
我有一段时间没有使用过cocos2d,但是我记得你需要创建一个空间来添加对象,所以他们彼此都知道了。
答案 3 :(得分:0)
Box2D中的边缘装置不会相互碰撞。使地面或矛成为多边形。