Appdelegate.h
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
/**
@brief The cocos2d Application.
Private inheritance here hides part of interface from Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
virtual void initGLContextAttrs();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief Called when the application moves to the background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief Called when the application reenters the foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_
Appdelegate.m
#include "AppDelegate.h"
#include "HelloWorldScene.h"
USING_NS_CC;
static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);
static cocos2d::Size iphoneSixResolutionSize = cocos2d::Size(1334, 750);
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
// if you want to use the package manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("TestBox2", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("TestBox2");
#endif
director->setOpenGLView(glview);
}
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);
// Set the design resolution
glview->setDesignResolutionSize(iphoneSixResolutionSize.width, iphoneSixResolutionSize.height, ResolutionPolicy::NO_BORDER);
auto frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/iphoneSixResolutionSize.height, largeResolutionSize.width/iphoneSixResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/iphoneSixResolutionSize.height, mediumResolutionSize.width/iphoneSixResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/iphoneSixResolutionSize.height, smallResolutionSize.width/iphoneSixResolutionSize.width));
}
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();
// run
director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();
// if you use SimpleAudioEngine, it must be paused
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "external/Box2D/Box2D.h"
class HelloWorld : public cocos2d::Layer
{
protected:
b2World *_world;
cocos2d::Sprite *_ball;
cocos2d::DrawNode *_graphics;
cocos2d::Size _visibleSize;
public:
static cocos2d::Scene* createScene();
virtual bool init();
virtual void update(float delta);
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
//初始化球精灵
void initBall(float xdt,float ydt,b2Vec2 aVec2);
//初始化四周墙壁
void initFence();
//初始化地面
void initGround();
//初始化左右墙
void initLeftRightWall();
// 初始化天花板
void initSky();
// virtual void onTouchesBegan (const std::vector< cocos2d::Touch * > &touches, cocos2d::Event *unused_event);
// 触摸开始
virtual bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event *event);
//触摸结束
virtual void onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *unused_event);
};
#endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
USING_NS_CC;
#define RATIO 32
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
_world = new b2World(b2Vec2(0,-8));
_visibleSize = Director::getInstance()->getVisibleSize();
//初始化四周墙壁
initFence();
// //初始化背景墙
// initGround();
// //初始化左右墙
// initLeftRightWall();
// //初始化天花板
// initSky();
//初始化球精灵1
initBall(300,400,b2Vec2(2,0));
//初始化球精灵2
initBall(100,200,b2Vec2(4,0));
//初始化球精灵3
initBall(100,400,b2Vec2(1,0));
//初始化球精灵4
initBall(200,600,b2Vec2(1,15));
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan,this);
listener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved,this);
listener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded,this);
listener->setSwallowTouches(true);//不向下传递触摸
dispatcher->addEventListenerWithSceneGraphPriority(listener,this);
//即时更新
scheduleUpdate();
return true;
}
void HelloWorld::initBall(float xdt,float ydt,b2Vec2 aVec2)
{
Vec2 origin = Director::getInstance()->getVisibleOrigin();
//创建显示对象,小球
_ball = Sprite::create("smallBall.png");
addChild(_ball);
// _ball->setPosition(Vec2(200,200));
// _ball->setAnchorPoint(Vec2(0,0));
// _ball->setScale(1, 1);
//声明b2BodyDef
b2BodyDef bodyDef;
bodyDef.type= b2_dynamicBody;
bodyDef.position.Set(xdt/RATIO,ydt/RATIO);
//创建刚体所需的形状
b2CircleShape circleShape;
circleShape.m_radius = _ball->getContentSize().width/2/RATIO;
//声明b2FixtureDef
b2FixtureDef fixtureDef;
fixtureDef.shape = &circleShape;
fixtureDef.density= 10.0f;
fixtureDef.friction= 1.8f;
//创建刚体
auto circle = _world->CreateBody(&bodyDef);
circle->CreateFixture(&fixtureDef);
circle->SetLinearVelocity(aVec2);
// circle->ApplyLinearImpulse(b2Vec2(2,0), circle->GetLocalCenter(), true);
circle->SetUserData(_ball);
}
void HelloWorld::initFence()
{
//地板的位置和类型,(静态)
b2BodyDef bodyDef;
bodyDef.type = b2_staticBody;
bodyDef.position = b2Vec2(0, 0);
b2Body *body = _world->CreateBody(&bodyDef);
//指定形状,这一步骤必须有
//下
b2PolygonShape groundShape;
groundShape.SetAsBox(_visibleSize.width/RATIO, 0.1);//visibleSize.height/2.0/RATIO);
b2FixtureDef fixture;
// fixture.density = 1;//密度
// fixture.friction = 0;//摩擦力
// fixture.restitution = 0.8;
fixture.shape = &groundShape;
body->CreateFixture(&fixture);
//上
b2PolygonShape upShape;
upShape.SetAsBox(_visibleSize.width/RATIO, 0.1,b2Vec2(0,_visibleSize.height/RATIO),0);
b2FixtureDef upFixture;
upFixture.shape = &upShape;
body->CreateFixture(&upFixture);
//左
b2PolygonShape leftShape;
leftShape.SetAsBox(0.1, _visibleSize.height/RATIO,b2Vec2(0,0),0);
b2FixtureDef leftFixture;
leftFixture.shape = &leftShape;
body->CreateFixture(&leftFixture);
//右
b2PolygonShape rightShape;
rightShape.SetAsBox(0.1, _visibleSize.height/RATIO,b2Vec2(_visibleSize.width/RATIO,0),0);
b2FixtureDef rightFixture;
rightFixture.shape = &rightShape;
body->CreateFixture(&rightFixture);
//设置地板,这里用的是精灵,图片可以自己设定,也可以用UI 进行绘图:
Sprite *sp = Sprite::create("ground.png");
sp->setAnchorPoint(Vec2(0, 0));
sp->setPosition(Vec2(0, 100));
sp->setScale(_visibleSize.width/(sp->getContentSize().width + 300), _visibleSize.height/sp->getContentSize().height);
this->addChild(sp);
body->SetUserData(sp);
}
void HelloWorld::initGround()
{
//地板的位置和类型,(静态)
b2BodyDef bodyDef;
bodyDef.type = b2_staticBody;
bodyDef.position = b2Vec2(0, 0);
b2Body *body = _world->CreateBody(&bodyDef);
//指定形状,这一步骤必须有
b2PolygonShape groundShape;
groundShape.SetAsBox(_visibleSize.width/RATIO, 0.1);//visibleSize.height/2.0/RATIO);
b2FixtureDef fixture;
fixture.density = 1;//密度
fixture.friction = 0;//摩擦力
fixture.restitution = 0.8;
fixture.shape = &groundShape;
body->CreateFixture(&fixture);
//设置地板,这里用的是精灵,图片可以自己设定,也可以用UI 进行绘图:
Sprite *sp = Sprite::create("ground.png");
sp->setAnchorPoint(Vec2(0, 0));
sp->setPosition(Vec2(0, 0));
sp->setScale(_visibleSize.width/sp->getContentSize().width, _visibleSize.height/sp->getContentSize().height);
this->addChild(sp);
body->SetUserData(sp);
}
void HelloWorld::initLeftRightWall()
{
//左墙===================================
//地板的位置和类型,(静态)
b2BodyDef bodyDef;
bodyDef.type = b2_staticBody;
bodyDef.position = b2Vec2(0, 0);
b2Body *body = _world->CreateBody(&bodyDef);
//指定形状,这一步骤必须有
b2PolygonShape groundShape;
groundShape.SetAsBox(0.1, _visibleSize.height/RATIO);//visibleSize.height/2.0/RATIO);
b2FixtureDef fixture;
fixture.density = 1;//密度
fixture.friction = 0.8;//摩擦力
fixture.restitution = 0.8;
fixture.shape = &groundShape;
body->CreateFixture(&fixture);
body->SetUserData(nullptr);
//右墙===================================
//地板的位置和类型,(静态)
b2BodyDef bodyRightDef;
bodyRightDef.type = b2_staticBody;
bodyRightDef.position = b2Vec2(_visibleSize.width/RATIO, 0);
b2Body *bodyRight = _world->CreateBody(&bodyRightDef);
//指定形状,这一步骤必须有
b2PolygonShape groundRightShape;
groundRightShape.SetAsBox(0.1,_visibleSize.height/RATIO);//visibleSize.height/2.0/RATIO);
b2FixtureDef fixtureRight;
fixtureRight.density = 1;//密度
fixtureRight.friction = 0.8;//摩擦力
fixtureRight.restitution = 0.8;
fixtureRight.shape = &groundRightShape;
bodyRight->CreateFixture(&fixtureRight);
bodyRight->SetUserData(nullptr);
}
void HelloWorld::initSky()
{
//地板的位置和类型,(静态)
b2BodyDef bodyDef;
bodyDef.type = b2_staticBody;
bodyDef.position = b2Vec2(0, _visibleSize.height/RATIO);
b2Body *body = _world->CreateBody(&bodyDef);
//指定形状,这一步骤必须有
b2PolygonShape groundShape;
groundShape.SetAsBox(_visibleSize.width/RATIO, 0.1);//visibleSize.height/2.0/RATIO);
b2FixtureDef fixture;
fixture.density = 1;//密度
fixture.friction = 0.8;//摩擦力
fixture.restitution = 0.8;
fixture.shape = &groundShape;
body->CreateFixture(&fixture);
body->SetUserData(nullptr);
}
void HelloWorld::update(float dt)
{
_world->Step(dt, 10, 10);
Sprite * bird;
for (b2Body *body = _world->GetBodyList(); body; body = body->GetNext())
{
if (body->GetType() == b2_dynamicBody)
{
bird = (Sprite*)body->GetUserData();
bird->setPosition(Vec2(body->GetPosition().x*RATIO, body->GetPosition().y*RATIO));//设置动态物体的位置
}
else if (body->GetType() == b2_staticBody)
{
}
}
}
//// 两种方式接受点击事件,一种
//void HelloWorld::onTouchesBegan (const std::vector< Touch * > &touches, Event *unused_event)
//{
// CCLOG("touch this");
//}
bool HelloWorld::onTouchBegan(Touch* touch, Event *event)
{
return true;
}
void HelloWorld::onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *unused_event)
{
CCLOG("touch is:%f---%f",touch->getLocation().x,touch->getLocation().y);
//初始化球精灵1
initBall(touch->getLocation().x,touch->getLocation().y,b2Vec2(0,0));
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
//Close the cocos2d-x game scene and quit the application
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
/*To navigate back to native iOS screen(if present) without quitting the application ,do not use Director::getInstance()->end() and exit(0) as given above,instead trigger a custom event created in RootViewController.mm as below*/
//EventCustom customEndEvent("game_scene_close_event");
//_eventDispatcher->dispatchEvent(&customEndEvent);
}
ground.png
smallBall.png