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C++ PhysicsBody::setGravityEnable方法代码示例

本文整理汇总了C++中PhysicsBody::setGravityEnable方法的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsBody::setGravityEnable方法的具体用法?C++ PhysicsBody::setGravityEnable怎么用?C++ PhysicsBody::setGravityEnable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::setGravityEnable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: 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*******************/
}
开发者ID:lhCheung1991,项目名称:flappybird_cocos2dx_2,代码行数:50,代码来源:PipeSprite.cpp

示例2: 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);
}
开发者ID:joyfish,项目名称:gameClient,代码行数:34,代码来源:Person.cpp

示例3: 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;
}
开发者ID:Chonger8888,项目名称:project,代码行数:26,代码来源:SpecialBody.cpp

示例4: 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);
	}
}
开发者ID:zsn6493,项目名称:EATFUZI,代码行数:32,代码来源:ShowLayer.cpp

示例5: 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;
}
开发者ID:liangxiaoju,项目名称:codes,代码行数:28,代码来源:HeroSprite.cpp

示例6: init

bool Monster::init()
{
	mutex = PTHREAD_MUTEX_INITIALIZER;
	status = DONE;
	auto snakeTexture = TextureCache::sharedTextureCache()->addImage(
			basic.getCString());
	float dWidth = snakeTexture->getContentSize().width / cntWidth;
	float dHeight = snakeTexture->getContentSize().height / cntHeight;

	this->setAnchorPoint(Vec2(0.5,32/dHeight));
	PhysicsBody *body = PhysicsBody::createBox(Size(60,60));
	body->setPositionOffset(Vec2(0,64/4-dHeight/4));
	body->setRotationEnable(false);
	body->setGravityEnable(false);
	body->setContactTestBitmask(0xffffffff);
	body->setCollisionBitmask(0xffffffff);
	this->setPhysicsBody(body);
	this->setTag(MONSTER);
	auto listener = EventListenerCustom::create("main_action",
			CC_CALLBACK_1(Monster::receive,this));
	_eventDispatcher->addEventListenerWithFixedPriority(listener, 1);
	return true;

	return false;
}
开发者ID:luchao0213,项目名称:workspace,代码行数:25,代码来源:Monster.cpp

示例7: 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;
}
开发者ID:lhCheung1991,项目名称:flappybird_cocos2dx_2,代码行数:58,代码来源:LandSprite.cpp

示例8: 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);
}
开发者ID:TheWindShan,项目名称:cocos2dx-project,代码行数:11,代码来源:Ball.cpp

示例9: 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;
}
开发者ID:zxy2845986,项目名称:jumpproj,代码行数:14,代码来源:Blocks.cpp

示例10: createKnife

Chopper* Chopper::createKnife(float v, float y)
{
    Chopper* knife = Chopper::create();
    knife->retain();
    knife->chopper = Sprite::createWithSpriteFrameName("knife4.png");
    knife->chopper->setScale(0.6);
    PhysicsBody *body = PhysicsBody::create();
    body->setGravityEnable(true);
    //body->setGravityEnable(false);
    body->setVelocity(Vec2(0, -v));
    knife->chopper->setPhysicsBody(body);
    knife->chopper->setPosition(Vec2(410, y));
    return knife;
}
开发者ID:DPC11,项目名称:Knifes-game,代码行数:14,代码来源:Chopper.cpp

示例11: init

bool Rock::init()
{
    if (!Sprite::initWithFile("rock.png"))
    {
        return false;
    }
    
    PhysicsBody* rockBody = PhysicsBody::createBox(this->getContentSize(), PhysicsMaterial(DEFAULT_ROCK_MATERIAL));
    rockBody->setDynamic(false);
    rockBody->setContactTestBitmask(ROCK_CONTACT_MASK);
    rockBody->setCategoryBitmask(ROCK_CATEGORY);
    rockBody->setCollisionBitmask(ROCK_COLLISION_MASK);
    rockBody->setGravityEnable(false);
    this->setPhysicsBody(rockBody);
    
    return true;
}
开发者ID:ricetuan,项目名称:BouncingBall,代码行数:17,代码来源:Rock.cpp

示例12: addBallObstacle

/*
auto ball = Sprite::create("Ball.png");
        PhysicsBody *ballbody = PhysicsBody::create();
        ballbody->addShape(PhysicsShapeCircle::create(BIRD_RADIUS+5));
		
		
        ballbody->setCategoryBitmask(ColliderTypeBird);
		ballbody->setCollisionBitmask(ColliderTypeLand | ColliderTypePip);
        ballbody->setContactTestBitmask(1);
        ballbody->setDynamic(true);
		ballbody->setLinearDamping(0.0f);
		ballbody->setGravityEnable(true);
		ball->setPhysicsBody(ballbody);
		auto visibleSize = Director::getInstance()->getVisibleSize();
		ball->setPosition(bird->getPositionX()+2*20,visibleSize.height);
		addChild(ball);
*/
void GameLayer::addBallObstacle(float dt)
{
    auto ball = Sprite::create("Ball.png");
        PhysicsBody *ballbody = PhysicsBody::create();
        ballbody->addShape(PhysicsShapeCircle::create(BIRD_RADIUS+5));
		
		
        ballbody->setCategoryBitmask(ColliderTypeBall);
		ballbody->setCollisionBitmask(ColliderTypeLand | ColliderTypePip | ColliderTypeBird | ColliderTypeBall);
        ballbody->setContactTestBitmask(ColliderTypeBird);
        ballbody->setDynamic(true);
		ballbody->setLinearDamping(0.0f);
		ballbody->setGravityEnable(true);
		ball->setPhysicsBody(ballbody);
		auto visibleSize = Director::getInstance()->getVisibleSize();
		ball->setPosition(bird->getPositionX()+2*20,visibleSize.height);
		addChild(ball);
}
开发者ID:HotWordland,项目名称:Earlybird,代码行数:35,代码来源:GameLayer.cpp

示例13: init

bool Witch::init()
{ 
	mWitch = CCSprite::createWithSpriteFrameName(Tex::Player_0);
	this->addChild(mWitch);
	CCLOG("Witch Width:%f", mWitch->getContentSize().width);
	mWitch->setPosition(0, 0);
	

	PhysicsBody *body = PhysicsBody::create();
	body->setTag(1);
	this->setPhysicsBody(body);
	body->addShape(PhysicsShapeBox::create(Size(mWitch->getContentSize().width, mWitch->getContentSize().height)));
	
	body->setDynamic(true);
	body->setLinearDamping(0.0f);
	body->setGravityEnable(false); 
	
	return true;
}
开发者ID:sandfresh,项目名称:HalloweenJump,代码行数:19,代码来源:Witch.cpp

示例14: switch

BoundWall::BoundWall(WallType type, Size screenSize)
{
    PhysicsBody* body = nullptr;
    switch (type)
    {
    case UP:
        this->setAnchorPoint(Vec2(0.5f, 0));
        this->setPosition(Vec2(screenSize.width / 2, screenSize.height));
        body = PhysicsBody::createBox(Size(screenSize.width,5), PhysicsMaterial(1, 0, 0));
        break;
    case DOWN:
        this->setAnchorPoint(Vec2(0.5f, 1));
        this->setPosition(Vec2(screenSize.width / 2, 0));
        body = PhysicsBody::createBox(Size(screenSize.width, 5), PhysicsMaterial(1, 0, 0));
        break;
    case LEFT:
        this->setAnchorPoint(Vec2(1, 0.5f));
        this->setPosition(Vec2(0, screenSize.height / 2));
        body = PhysicsBody::createBox(Size(5, screenSize.height), PhysicsMaterial(1, 0, 0));
        break;
    case RIGHT:
        this->setAnchorPoint(Vec2(0, 0.5f));
        this->setPosition(Vec2(screenSize.width, screenSize.height / 2));
        body = PhysicsBody::createBox(Size(5, screenSize.height), PhysicsMaterial(1, 0, 0));
        break;
    default:
        break;
    }

    body->setGravityEnable(false);
    body->setDynamic(false);
    body->setTag(Tags::GROUND);
    body->setCollisionBitmask(true);
    body->setContactTestBitmask(true);
    this->setPhysicsBody(body);
}
开发者ID:HuyenPhuong,项目名称:mini,代码行数:36,代码来源:BoundWall.cpp

示例15: callbackC

void LevelFifteen::callbackC(Node* sender)
{

	auto visibleSize = Director::getInstance()->getVisibleSize();

	auto pictureName = 1 + rand() % 27;

	auto str = String::createWithFormat("%d.png", pictureName)->getCString();
	auto ballTwo2 = Sprite::createWithSpriteFrameName(str);
	ballTwo2->setPosition(Vec2(visibleSize.width / 2.0f, visibleSize.height - 90));

	PhysicsBody* ballBodyTwo = nullptr;
	if (pictureName <= 9)
	{
		ballBodyTwo = PhysicsBody::createBox(ballTwo2->getContentSize(), PHYSICSBODY_MATERIAL_DEFAULT);
	}
	else if (pictureName > 9 && pictureName <= 18)
	{
		ballBodyTwo = PhysicsBody::createCircle(ballTwo2->getContentSize().width / 2.0f, PHYSICSBODY_MATERIAL_DEFAULT);
	}
	else if (pictureName > 18 && pictureName <= 21)
	{
		Vec2 vec[] = {
			Vec2(-22.50000, 22.00000),
			Vec2(24.00000, 10.00000),
			Vec2(-10.00000, -24.00000)
		};
		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);
	}
	else if (pictureName > 21 && pictureName <= 24)
	{
		Vec2 vec[] = {
			Vec2(-15.50000, 15.00000),
			Vec2(15.50000, 6.00000),
			Vec2(-7.00000, -15.50000)
		};
		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);
	}
	else if (pictureName > 24 && pictureName <= 27)
	{
		Vec2 vec[] = {
			Vec2(-8.00000, 8.00000),
			Vec2(7.50000, 3.00000),
			Vec2(-4.00000, -7.50000)
		};
		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);
	}


	//是否设置物体为静态
	//ballBodyTwo->setDynamic(false);
	ballBodyTwo->getShape(0)->setRestitution(1.0f);
	ballBodyTwo->getShape(0)->setFriction(0.0f);
	ballBodyTwo->getShape(0)->setDensity(1.0f);

	ballBodyTwo->setGravityEnable(false);
	ballBodyTwo->setCategoryBitmask(2);// 分类掩码
	ballBodyTwo->setCollisionBitmask(1 | 2 | 4 | 8);// 碰撞掩码
	ballBodyTwo->setContactTestBitmask(1 | 8);// 接触测试掩码
	ballBodyTwo->addMass(1000.0f);


	int flag = CCRANDOM_0_1() * 2;
	auto num = 0;
	switch (flag)
	{
	case 0:
		num = -1;
		break;
	case 1:
		num = 1;
		break;
	default:
		break;
	}
	auto force1 = Vec2(CCRANDOM_0_1()*10000.0f*num, -300000.0f);
	ballBodyTwo->applyImpulse(force1);
	ballTwo2->setPhysicsBody(ballBodyTwo);
	this->addChild(ballTwo2);

}
开发者ID:xianglin-love,项目名称:threeColor,代码行数:81,代码来源:LevelFifteen.cpp


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