当前位置: 首页>>代码示例>>C++>>正文


C++ PhysicsBody::setEnabled方法代码示例

本文整理汇总了C++中PhysicsBody::setEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsBody::setEnabled方法的具体用法?C++ PhysicsBody::setEnabled怎么用?C++ PhysicsBody::setEnabled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PhysicsBody的用法示例。


在下文中一共展示了PhysicsBody::setEnabled方法的3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: switch

/** 碰撞开始事件
 *  @2015/12/16 11:28
 */
bool Level_1::onCollisionBegin(const cocos2d::PhysicsContact& contact)
{
    PhysicsBody* bodyA = contact.getShapeA()->getBody();
    PhysicsBody* bodyB = contact.getShapeB()->getBody();
    PhysicsBody* temp =nullptr;
    //log("A:%d B:%d",bodyA->getTag(),bodyB->getTag());
    if(bodyA->getTag() == 555555)
    {
        temp = bodyB;
        bodyB = bodyA;
        bodyA = temp;
        
    }

    if(bodyB->getTag() == 555555)
    {
        //log("A:%d",bodyA->getTag());
        //  100001     物理世界
        //  555555     主要车的
        //  300001     悬浮的物体
        //  400001     第一关的怪物
        //  600001     弹簧的物体
        
        
        if (bodyA->getTag()== 400001)
        {
            MainCar_R* car =(MainCar_R*)bodyB->getNode()->getParent()->getParent();
            //car->removeFromParent();
            car->setBodyEnable();
        }
        
        switch (bodyA->getTag()) {
            case 400001:
                log("第一关的怪物");
                bodyB->setEnabled(false);

                break;
                
            case 300001:
                log("悬浮的物体");
                break;
            
            case 600001:
                log("弹簧的物体");
                break;
                
            default:
                break;
        }
    }

    return true;
}
开发者ID:jian22446688,项目名称:DesertTour,代码行数:56,代码来源:Level_1.cpp

示例2: addChild


//.........这里部分代码省略.........
    Btn_Standard* bs3 = Btn_Standard::create();
    bs3->setObj(btnl5_3);
    addChild(bs3,30);
    Btn_QuestionSelect* qbs4 = Btn_QuestionSelect::create();
    qbs4->setObj(questionl4_3);
    qbs4->setIBtnMainUI(mainui, bs3);
    addChild(qbs4,30);
    
    Layer* dlyer = Layer::create();
    dlyer->addChild(groundl5_5);
    addChild(dlyer);
    //怪物移动
    guaiwu_js* gu = guaiwu_js::create();
    gu->setGuanwu(monsterl5_1);
    gu->setMovePosition(monsterl5_2, monsterl5_3, 20.0f);
    addChild(gu);
    PhysicsBody* gua = PhysicsBody::createBox(monsterl5_0->getContentSize());
    gua->setTag(400030);
    gua->setRotationEnable(false);
    gua->setCategoryBitmask(0x01);
    gua->setCollisionBitmask(0x02);
    gua->setContactTestBitmask(0x01);
    gua->setDynamic(true);
    monsterl5_0->setPhysicsBody(gua);
    //添加力度
    bs2->getBtn()->addTouchEventListener([=](Ref* reft, Widget::TouchEventType type)
                                         {
                                             if (type==Widget::TouchEventType::ENDED) {
                                                 //bs2->PlayEffect();
                                                 //spr->addForce(Vec2(1000.0f, 1500.0f));
                                                 if (ismove) {
                                                     auto moveto = MoveTo::create(0.8f, Vec2(384.2f, move_17->getPosition().y));
                                                     move_17->runAction(moveto);
                                                     ismove = false;
                                                 }else{
                                                     auto moveto = MoveTo::create(0.8f, Vec2(159.2f, move_17->getPosition().y));
                                                     move_17->runAction(moveto);
                                                     ismove = true;
                                                 }
                                             }
                                         });
    //关门
    bs3->getBtn()->addTouchEventListener([=](Ref* reft, Widget::TouchEventType type)
                                         {
                                             if (type==Widget::TouchEventType::ENDED) {
                                                 bs2->PlayEffect();
                                                 auto scal = ScaleTo::create(1.0f, -1, 1);
                                                 gate->runAction(scal);
                                                 gua->setEnabled(false);
                                             }
                                         });
    //地面按钮
    btngr->onCallbackTest_2([=]()
                            {
                                if (particle_1) {
                                    particle_1->setVisible(false);
                                    particle_1->getPhysicsBody()->setEnabled(false);
                                }
                            });
    
    
    //怪物动画刚体
    Sprite* sprsphys = root_level_5->getChildByName<Sprite*>("btn_010001_22_1");
    sprsphys->setVisible(false);
    PhysicsBody* guaup = PhysicsBody::createBox(Size(sprsphys->getContentSize().width*1.5f,sprsphys->getContentSize().height));
    guaup->setTag(PHY_TAG_KILL_UP);
    guaup->setRotationEnable(false);
    guaup->setCategoryBitmask(0x01);
    guaup->setCollisionBitmask(0x02);
    guaup->setContactTestBitmask(0x01);
    guaup->setDynamic(true);
    sprsphys->setPhysicsBody(guaup);
    
    //播放怪物动画
    anim = CSLoader::createTimeline("Node/level_animation/l5_updown.csb");
    anim->gotoFrameAndPlay(0, 320, true);
    root_level_5->runAction(anim);
    //怪物下来
    anim->addFrameEndCallFunc(29, "a", [=]()
                              {
                                  guaup->setEnabled(true);
                              });
    //怪物下来
    anim->addFrameEndCallFunc(30, "b", [=]()
                              {
                                 guaup->setEnabled(true);
                              });
    //怪物下来
    anim->addFrameEndCallFunc(74, "c", [=]()
                              {
                                  guaup->setEnabled(false);
                              });
    //怪物下来
    anim->addFrameEndCallFunc(75, "d", [=]()
                              {
                                  guaup->setEnabled(false);
                              });
    scheduleUpdate();
    return true;
}
开发者ID:jian22446688,项目名称:DesertTour,代码行数:101,代码来源:Level_5.cpp

示例3: addChild


//.........这里部分代码省略.........
    mainui = MainUI::create();
    auto maincar = MainCar_R::create();
    mainui->setCar_R(maincar);
    maincar->setMainUI(mainui);
    maincar->setObj(mycar);
    addChild(maincar);
    addChild(mainui,3000);
    
    //添加第一个怪物
    //FileNode_5
    
    Node* jsa1 = root_level_2->getChildByName<Node*>("FileNode_5");
    
    Sprite* psa1 = root_level_2->getChildByName<Sprite*>("btn_010001_59_0_0");
    Sprite* psa2 = root_level_2->getChildByName<Sprite*>("btn_010001_59_0_0_0");
    Sprite* psa3 = root_level_2->getChildByName<Sprite*>("btn_010001_59_2");
    
    psa3->setVisible(false);
    
    //第一个怪物
    guaiwu_js* gw = guaiwu_js::create();
    gw->setGuanwu(jsa1);
    gw->setMovePosition(psa2, psa1, 18.0f);
    addChild(gw);
    
    
    
    //获取肉的精灵
    Sprite* rm = root_level_2->getChildByName<Sprite*>("s22_43");
    Sprite* r = root_level_2->getChildByName<Sprite*>("s23_50");
    r->setVisible(false);
    //设置肉的碰撞刚体
    PhysicsBody* phyr = PhysicsBody::createBox(Size(r->getContentSize().width/3,r->getContentSize().height-3));
    phyr->setEnabled(false);
    //设置触发 掩码
    phyr->setContactTestBitmask(0x01);
    phyr->setCollisionBitmask(0x02);
    phyr->setTag(400006);
    
    phyr->setRotationEnable(true);
    r->setPhysicsBody(phyr);
    
    //phyr->setCategoryBitmask(0x01);
    
    
    //火的按钮
    Sprite* h1 = root_level_2->getChildByName<Sprite*>("btn_010001_59_1");
    //实物的按钮
    Sprite* h2 = root_level_2->getChildByName<Sprite*>("btn_010001_59");
    //火的 问题 按钮
    Sprite* qh1 = root_level_2->getChildByName<Sprite*>("anim_question0001_60_0");
    //实物 问题 的按钮
    Sprite* qh2 = root_level_2->getChildByName<Sprite*>("anim_question0001_60");
    
    //按钮1
    Btn_Standard* hba1 =Btn_Standard::create();
    hba1->setObj(h1);
    addChild(hba1);
    hba1->getBtn()->addTouchEventListener([=](Ref* reft,Widget::TouchEventType type)
                                          {
                                              if (type ==Widget::TouchEventType::ENDED)
                                              {
                                                  hba1->PlayEffect();
                                                  //控制火的按钮
                                                  fireh1->gotoFrameAndPause(36);
                                                  fire1->getPhysicsBody()->setEnabled(false);
开发者ID:jian22446688,项目名称:DesertTour,代码行数:67,代码来源:Level_2.cpp


注:本文中的PhysicsBody::setEnabled方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。