我在游戏中使用Box2D和Cocos2D。我知道Cocos2D有一个名为CCMoveTo的动画API。我想在Box2D中用b2Bodies做同样的事情。我希望能够从最初的位置设置目标点和动画时间。有谁知道这是否可能? 我只想尽量保持这一点。
我愿意接受意见和建议!
谢谢!
Edit1 :好的,我想让我的b2Bodys永久跟随我的CCSprite。 您向我展示的代码存在问题。
在我的.h我这样做:
b2World *world;
b2Body *body;
然后我稍微修改了一下这个方法,现在它看起来像这样:
for (body = world->GetBodyList(); body != nil; body = body->GetNext())
{
CCSprite *bodyNode = body->GetUserData();
if (bodyNode != nil)
{
// this transfers the body's position and rotation to the sprite
bodyNode.position = [Helper toPixels:body->GetPosition()];
float angle = body->GetAngle();
bodyNode.rotation = -(CC_RADIANS_TO_DEGREES(angle));
// and this would do the exact opposite
b2Vec2 pos = [Helper toMeters:bodyNode.position];
body->SetTransform(pos, CC_DEGREES_TO_RADIANS(bodyNode.rotation));
body->SetLinearVelocity(b2Vec2(0.0f, 0.0f));
body->SetAngularVelocity(0.0f);
}
}
所以我使用了ivars而不是实例变量。这可以吗? 我也得到2个错误:
我得到了无法初始化'CCSprite'类型的变量,其值为'void',在body-> GetUserData行
我也得到:使用未声明的标识符'Helper'。我将这两个辅助方法放入我的班级,但我不确定Helper是什么。
Edit2 :这看起来如何?我决定将这些方法保留在我的课程中,而不是专门为它创建一个新方法。
// for each body, get its assigned BodyNode and update the sprite's position
for (body = world->GetBodyList(); body != nil; body = body->GetNext())
{
CCSprite* sprite = (CCSprite*)body->GetUserData();
if (sprite != nil)
{
// this transfers the body's position and rotation to the sprite
sprite.position = [self toPixels:body->GetPosition()];
float angle = body->GetAngle();
sprite.rotation = -(CC_RADIANS_TO_DEGREES(angle));
// and this would do the exact opposite
b2Vec2 pos = [self toMeters:sprite.position];
body->SetTransform(pos, CC_DEGREES_TO_RADIANS(sprite.rotation));
body->SetLinearVelocity(b2Vec2(0.0f, 0.0f));
body->SetAngularVelocity(0.0f);
}
}
}
// convenience method to convert a CGPoint to a b2Vec2
-(b2Vec2)toMeters:(CGPoint)point
{
return b2Vec2(point.x / CTM_RATIO, point.y / CTM_RATIO);
}
// convenience method to convert a b2Vec2 to a CGPoint
-(CGPoint)toPixels:(b2Vec2)vec
{
return ccpMult(CGPointMake(vec.x, vec.y), CTM_RATIO);
}
答案 0 :(得分:1)
您可以暂时或永久地反转CCSprite与b2Body的关系。通常在您的更新方法中,CCSprite将被设置为b2Body的位置。如果你有一个使用CCMoveTo移动到特定位置的CCSprite,你可以改为为b2Body分配精灵的位置和旋转。
您需要做的就是确定控制身体的时间和精灵:
// for each body, get its assigned BodyNode and update the sprite's position
for (b2Body* body = world->GetBodyList(); body != nil; body = body->GetNext())
{
BodyNode* bodyNode = body->GetUserData();
if (bodyNode != nil)
{
// this transfers the body's position and rotation to the sprite
bodyNode.position = [Helper toPixels:body->GetPosition()];
float angle = body->GetAngle();
bodyNode.rotation = -(CC_RADIANS_TO_DEGREES(angle));
// and this would do the exact opposite
b2Vec2 pos = [Helper toMeters:bodyNode.position];
body->SetTransform(pos, CC_DEGREES_TO_RADIANS(bodyNode.rotation));
body->SetLinearVelocity(b2Vec2(0.0f, 0.0f));
body->SetAngularVelocity(0.0f);
}
}
Helper方法定义如下:
// convenience method to convert a CGPoint to a b2Vec2
+(b2Vec2) toMeters:(CGPoint)point
{
return b2Vec2(point.x / PTM_RATIO, point.y / PTM_RATIO);
}
// convenience method to convert a b2Vec2 to a CGPoint
+(CGPoint) toPixels:(b2Vec2)vec
{
return ccpMult(CGPointMake(vec.x, vec.y), PTM_RATIO);
}