我最近使用Cocos2d和Box2d开始在iPhone上进行游戏编程。所以这是我的问题:
我有一个继承自CCSprite的Player类,在该类中,有这个方法:
-(void) createBox2dObject:(Player *)sender
forWorld:(b2World*)world {
b2BodyDef playerBodyDef;
playerBodyDef.type = b2_dynamicBody;
playerBodyDef.position.Set(sender.position.x/PTM_RATIO, sender.position.y/PTM_RATIO);
playerBodyDef.userData = sender;
body = world->CreateBody(&playerBodyDef);
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(sender.contentSize.width/PTM_RATIO,
sender.contentSize.height/PTM_RATIO);
b2FixtureDef polygonShapeDef;
polygonShapeDef.shape = &dynamicBox;
polygonShapeDef.density = 1.0f;
polygonShapeDef.friction = 1.0f;
polygonShapeDef.restitution = 0;
body->CreateFixture(&polygonShapeDef);
}
以下是我称之为:
self.player = [Player spriteWithSpriteFrameName:@"runningrupol-1.png"];
_player.position = ccp(_player.boundingBox.size.width/2 + 32, _player.boundingBox.size.height/2 + 32);
self.walkAction = [CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[_player runAction:_walkAction];
[spriteSheet addChild:_player];
[_player createBox2dObject:_player forWorld:_world];
显然,我正在使用动画的spritesheet。
以下是我更新世界的方式:
- (void)tick:(ccTime) dt {
_world->Step(dt, 8, 10);
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *playerData = (CCSprite *)b->GetUserData();
playerData.position = ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
playerData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
以下是我在init方法中调用它的方法:
[self schedule:@selector(tick:)];
这就是我所看到的:
请帮忙。如果您需要其他信息,请告诉我。
答案 0 :(得分:0)
您可以更改精灵的锚点。这是一个很好的教程:
答案 1 :(得分:0)
SetAsBox()使用半高和半宽(我知道很古怪),所以将参数除以2:
dynamicBox.SetAsBox(sender.contentSize.width/PTM_RATIO/2,
sender.contentSize.height/PTM_RATIO/2);
当您尝试此操作时,保持锚点不变(默认值,如果您没有明确设置它应该是ccp(0.5,0.5),精灵的中心,你想要那样)。