本文整理汇总了C++中PhysicsBody::setDynamic方法的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsBody::setDynamic方法的具体用法?C++ PhysicsBody::setDynamic怎么用?C++ PhysicsBody::setDynamic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PhysicsBody
的用法示例。
在下文中一共展示了PhysicsBody::setDynamic方法的15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: createPhysicsBody
void Level::createPhysicsBody()
{
for (auto& object : _collisionObjectGroup->getObjects())
{
float objectX = object.asValueMap().at("x").asFloat(),
objectY = object.asValueMap().at("y").asFloat();
Size s = Size(object.asValueMap().at("width").asFloat(),
object.asValueMap().at("height").asFloat());
if (object.asValueMap().find("polylinePoints") == object.asValueMap().end())
{
PhysicsShapeBox *box = PhysicsShapeBox::create(s, PhysicsMaterial(0.0f, 0.0f, 1.0f),
Vec2(objectX + s.width / 2, objectY + s.height / 2));
box->setTag(0);
PhysicsBody *body = PhysicsBody::create();
body->setDynamic(false);
body->setContactTestBitmask(0xFFFFFFFF);
body->addShape(box);
Node* node = Node::create();
node->setPhysicsBody(body);
//addChild(node);
_physicsNodes.pushBack(node);
}
else
{
Vec2 t[2];
int i = 0;
for (auto& point : object.asValueMap().at("polylinePoints").asValueVector())
{
// convert the points' local coordinates to the world coordinates
// by doing a translation using the object's position vector
// We invert the local y because it's based on the top-left space in Tiled
t[i].x = point.asValueMap().at("x").asInt() + objectX;
t[i].y = -point.asValueMap().at("y").asInt() + objectY;
i++;
}
PhysicsShapeEdgeSegment *line = PhysicsShapeEdgeSegment::create(t[0], t[1],
PhysicsMaterial(0.0f, 0.0f, 1.0f));
line->setTag(0);
PhysicsBody *body = PhysicsBody::create();
body->setDynamic(false);
body->setContactTestBitmask(0xFFFFFFFF);
body->addShape(line);
Node* node = Node::create();
node->setPhysicsBody(body);
//addChild(node);
_physicsNodes.pushBack(node);
}
}
}
示例2: configPipeRandom
void PipeSprite::configPipeRandom()
{
Size visiableSize = Director::getInstance()->getVisibleSize();
Vec2 visiableOrigin = Director::getInstance()->getVisibleOrigin();
/**********************config upper pipe********************************/
mUpperPipe->setPosition(Vec2(0, mPipeAccessHeight + 60));
upperPipeExpand->setPosition(mUpperPipe->getPosition().x, mUpperPipe->getContentSize().height);
upperPipeExpand->setScaleY((visiableSize.height - mUpperPipe->getPosition().y - mUpperPipe->getContentSize().height) / upperPipeExpand->getContentSize().height);
/**********************config upper pipe********************************/
/**********************config bottom pipe********************************/
mBottomPipe->setPosition(Vec2(0, mPipeAccessHeight - 60));
bottomPipeExpand->setPosition(0, -mBottomPipe->getPosition().y + mLandHeight);
bottomPipeExpand->setScaleY((mBottomPipe->getPosition().y - mLandHeight) / bottomPipeExpand->getContentSize().height);
/**********************config bottom pipe********************************/
/****************add upper physics body*******************/
if (mUpperPipe->getPhysicsBody() != nullptr)
{
mUpperPipe->removeComponent(mUpperPipe->getPhysicsBody());
}
PhysicsBody * newUpperPipeBody = PhysicsBody::createBox(Size(mUpperPipe->getContentSize().width,
visiableSize.height - mUpperPipe->getPosition().y),
PhysicsMaterial(1.0, 1.0, 0));
newUpperPipeBody->setPositionOffset(Vec2(0, (visiableSize.height - mUpperPipe->getPosition().y - mUpperPipe->getContentSize().height) / 2));
newUpperPipeBody->setGravityEnable(false);
newUpperPipeBody->setDynamic(false);
newUpperPipeBody->setContactTestBitmask(1);
newUpperPipeBody->setCollisionBitmask(2);
mUpperPipe->setPhysicsBody(newUpperPipeBody);
/****************add upper physics body*******************/
/****************add bottom physics body*******************/
if (mBottomPipe->getPhysicsBody() != nullptr)
{
mBottomPipe->removeComponent(mBottomPipe->getPhysicsBody());
}
PhysicsBody * newBottomPipeBody = PhysicsBody::createBox(Size(mBottomPipe->getContentSize().width,
mBottomPipe->getPosition().y - mLandHeight + mBottomPipe->getContentSize().height),
PhysicsMaterial(1.0, 1.0, 0));
newBottomPipeBody->setPositionOffset(Vec2(0, -(mBottomPipe->getPosition().y - mLandHeight) / 2));
newBottomPipeBody->setGravityEnable(false);
newBottomPipeBody->setDynamic(false);
newBottomPipeBody->setContactTestBitmask(1);
newBottomPipeBody->setCollisionBitmask(2);
mBottomPipe->setPhysicsBody(newBottomPipeBody);
/****************add bottom physics body*******************/
}
示例3: init
bool Car::init(string fileName)
{
if (!Node::init())
return false;
//------------- Khởi tạo sprite chính -------------
_sprite = Sprite::create(fileName);
_sprite->setPosition(0, 0);
_sprite->setAnchorPoint(Vec2(0.25, 0.25));
this->addChild(_sprite);
//------------- Physic Body --------------
body = PhysicsBody::createBox(Size(_sprite->getContentSize().width / 2, _sprite->getContentSize().height / 2), PhysicsMaterial(100.0f, 0.0f, 100.0f), Vec2::ZERO);
body->setDynamic(false);
body->setTag(Tags::OBSTRUCTION);
body->setCollisionBitmask(1);
body->setContactTestBitmask(1);
this->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
this->setPhysicsBody(body);
//Mai xe
auto nodeCar = Node::create();
nodeCar->setPosition(_sprite->getContentSize().width * 2.1 / 4, _sprite->getContentSize().height * 2.3 / 3);
nodeCar->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
_sprite->addChild(nodeCar);
PhysicsBody * bodyNodeCar = PhysicsBody::createBox(Size(_sprite->getContentSize().width * 2.5 / 5, _sprite->getContentSize().height / 3), PhysicsMaterial(100.0f, 0.0f, 100.0f), Vec2::ZERO);
bodyNodeCar->setTag(Tags::MAIXE);
bodyNodeCar->setDynamic(false);
bodyNodeCar->setContactTestBitmask(1);
bodyNodeCar->setCollisionBitmask(1);
nodeCar->setPhysicsBody(bodyNodeCar);
//Score
auto nodeScore = Node::create();
nodeScore->setPosition(_sprite->getContentSize().width * 2.1 / 4, _sprite->getContentSize().height);
nodeScore->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
_sprite->addChild(nodeScore);
PhysicsBody * bodyNodeScore = PhysicsBody::createBox(Size(_sprite->getContentSize().width * 2.5 / 5, Config::screenSize.height), PhysicsMaterial(100.0f, 0.0f, 100.0f), Vec2::ZERO);
bodyNodeScore->setTag(Tags::NODE_SCORE);
bodyNodeScore->setDynamic(false);
bodyNodeScore->setCategoryBitmask(0x01);
bodyNodeScore->setContactTestBitmask(1);
bodyNodeScore->setCollisionBitmask(0x02);
nodeScore->setPhysicsBody(bodyNodeScore);
return true;
}
示例4: init
bool HeroSprite::init() {
bool bRet = false;
do {
CC_BREAK_IF(!Sprite::initWithSpriteFrameName("heroStand_0001.png"));
Size heroSize = this->getContentSize();
PhysicsBody *body = PhysicsBody::createBox(heroSize-Size(0,16), PhysicsMaterial(0, 0, 0));
body->setLinearDamping(0.0f);
body->setDynamic(true);
body->setGravityEnable(true);
body->setTag(TAG_HERO_PHYS_BODY);
body->setCategoryBitmask(1<<2);
body->setContactTestBitmask(1<<0 | 1<<1);
body->setMass(50);
body->setRotationEnable(false);
this->setPhysicsBody(body);
mState = STATE_IDLE;
mRunAnimate = NULL;
mSmokeRunAnimate = NULL;
bRet = true;
} while(0);
return bRet;
}
示例5: initPhyscsObject
void ShowLayer::initPhyscsObject(Rect* m)
{
for (int i = 0; i < 26; i++)
{
Sprite* sp = Sprite::create();
auto maskLayer = LayerColor::create(Color4B(0, 0, 255, 200));
maskLayer->setContentSize(m[i].size);
maskLayer->setAnchorPoint(Vec2(0, 0));
sp->addChild(maskLayer, 15);
PhysicsBody* playerBody = PhysicsBody::createBox(m[i].size, PHYSICSBODY_MATERIAL_DEFAULT);
playerBody->setDynamic(false);
//设置质量
playerBody->getShape(0)->setMass(100);
//设置物体是否受重力系数影响
playerBody->setGravityEnable(false);
playerBody->setCategoryBitmask(3);
playerBody->setContactTestBitmask(3);
playerBody->setCollisionBitmask(3);
sp->setContentSize(m[i].size);
sp->setPosition(Vec2(m[i].getMidX(), m[i].getMidY()));
sp->setAnchorPoint(Vec2(0.0, 0.0));
sp->setPhysicsBody(playerBody);
this->addChild(sp);
}
}
示例6: addPhysics
void Person::addPhysics()
{
auto size = (this->getBoundingBox()).size;
log("%lf %lf", size.width, size.height);
auto material = PhysicsMaterial(100.0f, 0.01f, 1.0f);
if(_type == TYPE::HERO) size.width /= 2;
PhysicsBody *body = PhysicsBody::createBox(Size(size.width,size.height),material);
// body->addShape(PhysicsShapeBox::create(Size(size.width,size.height),material));
body->setCategoryBitmask(_type);
if(_type == TYPE::MONSTER)
{
body->setCollisionBitmask(TYPE::MONSTER | TYPE::BRICK | TYPE::GROUND |
TYPE::TANGH | TYPE::BULLET | TYPE::BOSS | TYPE::PLANK);
body->setContactTestBitmask(TYPE::MONSTER | TYPE::HERO | TYPE::BRICK |
TYPE::TANGH | TYPE::BULLET | TYPE::BOSS);
}
else if(_type == TYPE::HERO)
{
body->setCollisionBitmask( TYPE::HERO | TYPE::GROUND | TYPE::TANGH | TYPE::PLANK);
body->setContactTestBitmask(TYPE::MONSTER | TYPE::HERO | TYPE::GROUND |
TYPE::TANGH | TYPE::BULLET | TYPE::TRAP | TYPE::BOSS |
TYPE::BULLETENEMY | TYPE::PLANK | TYPE::BUFF);
}
else if(_type == TYPE::BOSS)
{
body->setCollisionBitmask( TYPE::HERO | TYPE::GROUND | TYPE::BOSS | PLANK);
body->setContactTestBitmask( TYPE::HERO | TYPE::GROUND | TYPE::BOSS);
}
body->setDynamic(true);
body->setLinearDamping(0.0f);
body->setRotationEnable(false);
body->setGravityEnable(true);
this->setPhysicsBody(body);
}
示例7: initBody
void SpeedUpProtect::initBody()
{
auto s = getContentSize();
Vec2 vec[7] =
{
Vec2(0,0),
Vec2(s.width * 0.1, s.height * 0.4),
Vec2(s.width * 0.26, s.height * 0.72),
Vec2(s.width * 0.5, s.height),
Vec2(s.width * 0.74, s.height * 0.72),
Vec2(s.width * 0.9, s.height * 0.4),
Vec2(s.width,0),
};
PhysicsBody* body = PhysicsBody::createPolygon(vec, 7, PHYSICSBODY_MATERIAL_DEFAULT, Vec2(-s.width*0.5,-s.height*0.5));
body->setGravityEnable(false);
body->setRotationEnable(false);
body->setDynamic(false);
body->setMass(10000000);
body->setCategoryBitmask(SELF_SCOPE_CATEGORYBITMASK);
body->setCollisionBitmask(SELF_SCOPE_COLLISIONBITMASK);
body->setContactTestBitmask(SELF_SCOPE_CONTACTTESTBITMASK);
setPhysicsBody(body);
setInvincible(true);
m_ContactPro.hurts = -Ene_Plane_Hp_max - 10;
}
示例8: init
bool guaiwu_js::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto root_layer = CSLoader::createNode("LayerUI/Other/guaiwu.csb");
addChild(root_layer);
auto rooaby = root_layer->getChildByName<Node*>("FileNode_1")->getChildByName<Sprite*>("anim_guaiwu_zo0001_2");
PhysicsBody* phybody = PhysicsBody::createBox(Size(rooaby->getContentSize().width-8, rooaby->getContentSize().height-20));
phybody->setTag(400001);
phybody->setMass(3000);
phybody->setRotationEnable(false);
phybody->setCategoryBitmask(0x01);
phybody->setCollisionBitmask(0x02);
phybody->setContactTestBitmask(0x01);
phybody->setDynamic(true);
rooaby->setPhysicsBody(phybody);
guaiwu = CSLoader::createTimeline("Node/animation/guaiwujs.csb");
guaiwu->gotoFrameAndPlay(0,35, true);
root_layer->runAction(guaiwu);
scheduleUpdate();
//添加碰撞事件
auto collisionlistener = EventListenerPhysicsContact::create();
collisionlistener->onContactBegin =CC_CALLBACK_1(guaiwu_js::onCollisionBegin, this);
collisionlistener->onContactSeparate = CC_CALLBACK_1(guaiwu_js::onContactSeparate,this);
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(collisionlistener, this);
return true;
}
示例9: init
bool LandSprite::init()
{
if (!Sprite::init())
{
return false;
}
Size visiableSize = Director::getInstance()->getVisibleSize();
Vec2 visiableOrigin = Director::getInstance()->getVisibleOrigin();
Sprite * landSprite1 = Sprite::create("assets/land.png");
landSprite1->setAnchorPoint(Vec2(0, 0));
landSprite1->setPosition(Vec2(visiableOrigin.x, visiableOrigin.y));
landSprite1->setScaleX(visiableSize.width / landSprite1->getContentSize().width / 2);
Sprite * landSprite2 = Sprite::create("assets/land.png");
landSprite2->setAnchorPoint(Vec2(0, 0));
landSprite2->setPosition(Vec2(visiableOrigin.x + visiableSize.width / 2, visiableOrigin.y));
landSprite2->setScaleX(visiableSize.width / landSprite2->getContentSize().width / 2);
Sprite * landSprite3 = Sprite::create("assets/land.png");
landSprite3->setAnchorPoint(Vec2(0, 0));
landSprite3->setPosition(Vec2(visiableOrigin.x + visiableSize.width, visiableOrigin.y));
landSprite3->setScaleX(visiableSize.width / landSprite3->getContentSize().width / 2);
Sprite * landSprite4 = Sprite::create("assets/land.png");
landSprite4->setAnchorPoint(Vec2(0, 0));
landSprite4->setPosition(Vec2(visiableOrigin.x + visiableSize.width * 1.5, visiableOrigin.y));
landSprite4->setScaleX(visiableSize.width / landSprite4->getContentSize().width / 2);
Node * landAnimNode = Node::create(); // node hold the land animation
landAnimNode->addChild(landSprite1);
landAnimNode->addChild(landSprite2);
landAnimNode->addChild(landSprite3);
landAnimNode->addChild(landSprite4);
MoveBy * landForward = MoveBy::create(5, Vec2(-visiableSize.width, 0));
MoveBy * landBackward = MoveBy::create(0.001, Vec2(visiableSize.width, 0));
Sequence * moveSeq = Sequence::create(landForward, 0.001, landBackward,NULL);
landSprite1->runAction(RepeatForever::create(moveSeq));
landSprite2->runAction(RepeatForever::create(moveSeq->clone()));
landSprite3->runAction(RepeatForever::create(moveSeq->clone()));
landSprite4->runAction(RepeatForever::create(moveSeq->clone()));
this->addChild(landAnimNode);
this->setAnchorPoint(Vec2(0, 0));
this->setContentSize(Size(visiableSize.width, landSprite1->getContentSize().height));
PhysicsBody * landPhysicsBody = PhysicsBody::createBox(Size(visiableSize.width, landSprite1->getContentSize().height), PhysicsMaterial(1, 1, 0));
landPhysicsBody->setGravityEnable(false);
landPhysicsBody->setDynamic(false);
landPhysicsBody->setContactTestBitmask(1);
landPhysicsBody->setCollisionBitmask(2);
this->setPhysicsBody(landPhysicsBody);
return true;
}
示例10: setCollider
void HelloWorld::setCollider (int tag){
Sprite* floor = (Sprite *)ScreenUtil::getChildbyTagRecursively(this, tag);
auto size = Size(floor ->getContentSize().width * floor->getScaleX()
, floor ->getContentSize().height * floor->getScaleY());
PhysicsBody* floorPb = PhysicsBody::createBox(size);
floorPb->setDynamic(false);
floor->setPhysicsBody(floorPb);
}
示例11: setPhysical
void BoySprite::setPhysical() {
// add the physical body
PhysicsBody *body = PhysicsBody::create();
body->addShape(NORMAL_SHAPE);
body->setDynamic(true);
body->setLinearDamping(0.0f);
body->setRotationEnable(false);
this->setPhysicsBody(body);
}
示例12: initPhysics
void Ball::initPhysics(){
PhysicsBody *spriteBody = PhysicsBody::createCircle(this->getSprite()->getBoundingBox().size.width , PHYSICSBODY_MATERIAL_DEFAULT);
spriteBody->setDynamic(true);
spriteBody->getShape(0)->setRestitution(1.0f);
spriteBody->getShape(0)->setFriction(0.0f);
spriteBody->getShape(0)->setDensity(1.0f);
spriteBody->getShape(0)->setMass(100);
spriteBody->setGravityEnable(false);
spriteBody->setVelocity(this->velocity);
this->getSprite()->setPhysicsBody(spriteBody);
}
示例13: initPhysics
void Hero::initPhysics() {
PhysicsBody* pbody = nullptr;
pbody = PhysicsBody::createBox(getSize());
pbody->setDynamic(true);
pbody->setRotationEnable(false);
pbody->setMoment(0);
pbody->setMass(0.8);
pbody->setContactTestBitmask(1);
pbody->setGravityEnable(false);
getSprite()->setPhysicsBody(pbody);
mEnableGravity = true;
mEnableForceField = true;
}
示例14: createEdgeSegment
PhysicsBody* PhysicsBody::createEdgeSegment(const Vec2& a, const Vec2& b, const PhysicsMaterial& material, float border/* = 1*/)
{
PhysicsBody* body = new (std::nothrow) PhysicsBody();
if (body && body->init())
{
body->addShape(PhysicsShapeEdgeSegment::create(a, b, material, border));
body->setDynamic(false);
body->autorelease();
return body;
}
CC_SAFE_DELETE(body);
return nullptr;
}
示例15: createEdgeBox
PhysicsBody* PhysicsBody::createEdgeBox(const Size& size, const PhysicsMaterial& material, float border/* = 1*/, const Vec2& offset)
{
PhysicsBody* body = new (std::nothrow) PhysicsBody();
if (body && body->init())
{
body->addShape(PhysicsShapeEdgeBox::create(size, material, border, offset));
body->setDynamic(false);
body->autorelease();
return body;
}
CC_SAFE_DELETE(body);
return nullptr;
}