本文整理汇总了C++中CCPhysicsSprite::setB2Body方法的典型用法代码示例。如果您正苦于以下问题:C++ CCPhysicsSprite::setB2Body方法的具体用法?C++ CCPhysicsSprite::setB2Body怎么用?C++ CCPhysicsSprite::setB2Body使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCPhysicsSprite
的用法示例。
在下文中一共展示了CCPhysicsSprite::setB2Body方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
static int tolua_extensions_CCPhysicsSprite_setB2Body00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
tolua_Error tolua_err;
if (
!tolua_isusertype(tolua_S,1,"CCPhysicsSprite",0,&tolua_err) ||
!tolua_isusertype(tolua_S,2,"b2Body",0,&tolua_err) ||
!tolua_isnoobj(tolua_S,3,&tolua_err)
)
goto tolua_lerror;
else
#endif
{
CCPhysicsSprite* self = (CCPhysicsSprite*) tolua_tousertype(tolua_S,1,0);
b2Body* pBody = ((b2Body*) tolua_tousertype(tolua_S,2,0));
#ifndef TOLUA_RELEASE
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'setB2Body'", NULL);
#endif
{
self->setB2Body(pBody);
}
}
return 0;
#ifndef TOLUA_RELEASE
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'setB2Body'.",&tolua_err);
return 0;
#endif
}
示例2: ccr
KDvoid TestBox2D::addNewSpriteWithCoords ( const CCPoint& tPosition )
{
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef tBodyDef;
tBodyDef.type = b2_dynamicBody;
tBodyDef.position.Set ( tPosition.x / PTM_RATIO, tPosition.y / PTM_RATIO );
//tBodyDef.userData = sprite;
b2Body* pBody = m_pWorld->CreateBody ( &tBodyDef );
// Define another box shape for our dynamic body.
b2PolygonShape tDynamicBox;
tDynamicBox.SetAsBox ( 0.5f, 0.5f );
// Define the dynamic body fixture.
b2FixtureDef tFixtureDef;
tFixtureDef.shape = &tDynamicBox;
tFixtureDef.density = 1.0f;
tFixtureDef.friction = 0.3f;
pBody->CreateFixture ( &tFixtureDef );
CCNode* pParent = this->getChildByTag ( kTagParentNode );
// We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
// just randomly picking one of the images
KDint nOffsetX = ( CCRANDOM_0_1 ( ) > 0.5f ? 0 : 1 );
KDint nOffsetY = ( CCRANDOM_0_1 ( ) > 0.5f ? 0 : 1 );
CCPhysicsSprite* pSprite = CCPhysicsSprite::createWithTexture ( m_pSpriteTexture, ccr ( 32 * nOffsetX, 32 * nOffsetY, 32, 32 ) );
pParent->addChild ( pSprite );
pSprite->setB2Body ( pBody );
pSprite->setPTMRatio ( PTM_RATIO );
pSprite->setPosition ( tPosition );
}