本文整理汇总了C++中PhysicsBody::setMass方法的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsBody::setMass方法的具体用法?C++ PhysicsBody::setMass怎么用?C++ PhysicsBody::setMass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::setMass方法的10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: 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2: 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3: 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4: 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5:
BigStone::BigStone(){
Sprite::init();
_isDead = false;
PhysicsMaterial material;
material.density = 0.f;
material.restitution = 0.f;
material.friction = 0.f;
PhysicsBody* pb = PhysicsBody::createCircle(270,material);
//物理挙動の設定
pb->setMass(10000.0f);
pb->setDynamic(true);
pb->setContactTestBitmask(true);
setPhysicsBody(pb);
setName("BigStone");
retain();
}
示例6:
Goal::Goal():clampPos(nullptr){
Sprite::init();
_isDead = false;
PhysicsBody* pb = PhysicsBody::createCircle(25);
pb->setMass(1000.0f);
pb->setDynamic(true);
pb->setContactTestBitmask(true);
setPhysicsBody(pb);
setName("Goal");
/*-------
当たり判定
--------*/
auto c = CollisionDelegate<Goal>::create(this, &Goal::onContact);
CollisionFuncManager::getInstance()->addFunc(this->getName(), c);
retain();
}
示例7: init
bool GameLayer::init(){
if(Layer::init()) {
//get the origin point of the X-Y axis, and the visiable size of the screen
Size visiableSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
this->gameStatus = GAME_STATUS_READY;
this->score = 0;
// Add the bird
this->bird = BirdSprite::getInstance();
this->bird->createBird();
PhysicsBody *body = PhysicsBody::createCircle(BIRD_RADIUS);
//body->addShape(PhysicsShapeCircle::create(BIRD_RADIUS));
body->setDynamic(true);
body->setLinearDamping(0.0f);
body->setGravityEnable(false);
body->setMass(1.0f);
body->setContactTestBitmask(0xFFFFFFFF);
this->bird->setPhysicsBody(body);
this->bird->setPosition(origin.x + visiableSize.width*1/3 - 5,origin.y + visiableSize.height/2 + 5);
this->bird->idle();
this->addChild(this->bird);
// Add the ground
this->groundNode = Node::create();
float landHeight = BackgroundLayer::getLandHeight();
auto groundBody = PhysicsBody::createBox(Size(288, landHeight));
//groundBody->addShape(PhysicsShapeBox::create(Size(288, landHeight)));
groundBody->setDynamic(false);
groundBody->setLinearDamping(0.0f);
groundBody->setMass(1.0f);
groundBody->setContactTestBitmask(0xFFFFFFFF);
this->groundNode->setPhysicsBody(groundBody);
this->groundNode->setPosition(144, landHeight/2);
this->addChild(this->groundNode);
// init land
this->landSpite1 = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrameByName("land"));
this->landSpite1->setAnchorPoint(Point::ZERO);
this->landSpite1->setPosition(Point::ZERO);
this->addChild(this->landSpite1, 30);
this->landSpite2 = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrameByName("land"));
this->landSpite2->setAnchorPoint(Point::ZERO);
this->landSpite2->setPosition(this->landSpite1->getContentSize().width-2.0f,0);
this->addChild(this->landSpite2, 30);
shiftLand = schedule_selector(GameLayer::scrollLand);
this->schedule(shiftLand, 0.01f);
this->scheduleUpdate();
// auto contactListener = EventListenerPhysicsContactWithBodies::create(bird->getPhysicsBody(),groundNode->getPhysicsBody());
// contactListener->onContactBegin = CC_CALLBACK_1(GameLayer::onContactBegin, this);
// this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener, this);
auto contactListener = EventListenerPhysicsContact::create();
contactListener->onContactBegin = CC_CALLBACK_1(GameLayer::onContactBegin, this);
this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener, this);
return true;
}else {
return false;
}
}
示例8: init
bool GameLayer::init()
{
if (!Layer::init()) return false;
// Welcome Message
Size visiableSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
// screen background
auto screenBackground = Sprite::create("screen_background.png");
screenBackground->setAnchorPoint(Point::ZERO);
screenBackground->setPosition(Vec2(0, 0));
this->addChild(screenBackground);
// sprite ⇨ mosquito
mosquito = Sprite::create("mosquito.png");
mosquito->setPosition(Vec2(30, visiableSize.height - 300));
mosquito->setScale(0.1 * ( visiableSize.width / mosquito->getBoundingBox().size.width));
this->addChild(mosquito);
//bug->runAction(this->create(6, bug->getPosition(), Vec2(visiableSize.width - 30, visiableSize.height - 300), 100));
mosquito->runAction(Spawn::create(RotateBy::create(5, 1080),
this->create(5, mosquito->getPosition(),Vec2(visiableSize.width - 30, visiableSize.height - 300), 100), NULL));
PhysicsBody *body = PhysicsBody::createCircle(BUG_RADIUS);
body->addShape(PhysicsShapeCircle::create(BUG_RADIUS));
body->setDynamic(true);
body->setLinearDamping(0.0f);
body->setGravityEnable(false);
body->setMass(1.0f);
body->setContactTestBitmask(0xFFFFFFFF);
this->mosquito->setPhysicsBody(body);
// ************************************************************************ //
// MotionStreakを作成
pStreak = MotionStreak::create(1.0, 1.0f, 3.0f, Color3B::GREEN, "suspend.png");
addChild(pStreak);
this->groundNode = Node::create();
//イベントリスナー作成
auto listener = EventListenerTouchOneByOne::create();
//タッチ開始時
listener->onTouchBegan = [this](Touch* touch, Event* event)
{
Point pos = this->convertTouchToNodeSpace(touch);
this->pStreak->setPosition(pos);
auto groundBody = PhysicsBody::createBox(Size(4, pos.y));
groundBody->addShape(PhysicsShapeBox::create(Size(4, pos.y)));
groundBody->setDynamic(false);
groundBody->setLinearDamping(0.0f);
groundBody->setMass(1.0f);
groundBody->setContactTestBitmask(0xFFFFFFFF);
this->groundNode->setPhysicsBody(groundBody);
this->groundNode->setPosition(pos.x, pos.y);
this->addChild(this->groundNode);
return true;
};
//タッチ移動時
listener->onTouchMoved = [this](Touch* touch, Event* event)
{
Point pos = this->convertTouchToNodeSpace(touch);
this->pStreak->setPosition(pos);
};
//ディスパッチャに登録
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 100);
// *************************************************************************************** //
// sprite ⇨ suspend (init for invisible)
suspendBackground = Sprite::create("suspend_background.png");
suspendBackground->setAnchorPoint(Point::ZERO);
suspendBackground->setPosition(Vec2(0, 0 + 40));
suspendBackground->setScale(visiableSize.width / suspendBackground->getBoundingBox().size.width,
(visiableSize.height - 40)/ suspendBackground->getBoundingBox().size.height);
suspendBackground->setTag(2009);
suspendBackground->setVisible(false);
this->addChild(suspendBackground);
//进入暂停
auto suspendBtn = Sprite::create("suspend.png");
auto menuSuspendItem = MenuItemSprite::create(suspendBtn, suspendBtn, NULL, CC_CALLBACK_1(GameLayer::menuSuspendCallback, this));
menuSuspendItem->setPosition(Vec2(visiableSize.width - suspendBtn->getBoundingBox().size.width - 20,
visiableSize.height - suspendBtn->getBoundingBox().size.height - 20));
auto menu = Menu::create(menuSuspendItem, NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu, 3);
// suspend close button
auto closeButton = Sprite::create("exit.png");
//.........这里部分代码省略.........
示例9: init
bool HelloWorld::init(PhysicsWorld* world,int _level)
{
if ( !Layer::init() )
{
return false;
}
level = _level;
//NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(HelloWorld::setLevel), "selectedLevel", NULL);
dispatcher = Director::getInstance()->getEventDispatcher();
preLoadMusic();
playBgMusic();
m_world = world;
//m_world->setAutoStep(false);
m_world->setGravity(Vect(0,-grivity));
this->setAnchorPoint(Point(0,0));
winSize = Director::getInstance()->getWinSize();
visibleSize = Director::getInstance()->getVisibleSize();
origin = Director::getInstance()->getVisibleOrigin();
auto map1path = String::createWithFormat("%s%d%s","images/level",level,"/bg.png");
map1 = Sprite::create(map1path->getCString());
map1->setPosition(map1->getContentSize().width/2+origin.x, map1->getContentSize().height/2+origin.y);
this->addChild(map1,1,MAP1_TAG);
auto map2path = String::createWithFormat("%s%d%s", "images/level", level, "/bg.png");
map2 = Sprite::create(map2path->getCString());
map2->setPosition(map1->getContentSize().width+map2->getContentSize().width/2+origin.x, map2->getContentSize().height/2+origin.y);
this->addChild(map2,1,MAP2_TAG);
Sprite* edge1 = Sprite::create();
edge1->setContentSize(visibleSize);
PhysicsBody* edgeBody1 = PhysicsBody::createEdgeBox(visibleSize);
edgeBody1->setDynamic(false);
edgeBody1->setGravityEnable(false);
edgeBody1->setMass(100000.0f);
edgeBody1->getShape(0)->setRestitution(0.0f);
edgeBody1->setContactTestBitmask(0xFF);
edgeBody1->setCategoryBitmask(0x04);
edgeBody1->setCollisionBitmask(0xFF);
edgeBody1->getShape(0)->setTag(EDGE_TAG);
edge1->setPhysicsBody(edgeBody1);
edge1->setPosition(visibleSize.width/2,visibleSize.height/2);
addChild(edge1,1,EDGEONE_TAG);
Sprite* edge = Sprite::create();
edge->setContentSize(visibleSize);
PhysicsBody* edgeBody = PhysicsBody::createEdgeBox(Size(visibleSize.width,visibleSize.height/6));
edgeBody->setDynamic(false);
edgeBody->setGravityEnable(false);
edgeBody->setMass(100000.0f);
edgeBody->getShape(0)->setRestitution(0.0f);
edgeBody->setContactTestBitmask(0xFF);
edgeBody->setCategoryBitmask(0x04);
edgeBody->setCollisionBitmask(0xFF);
edgeBody->getShape(0)->setTag(EDGE_TAG);
edge->setPhysicsBody(edgeBody);
edge->setPosition(visibleSize.width / 2, visibleSize.height / 12);
addChild(edge, 1, EDGE_TAG);
Sprite* floor = Sprite::create();
PhysicsBody* floorBody = PhysicsBody::createEdgeSegment(Point(0, visibleSize.height / 10), Point(visibleSize.width, visibleSize.height / 10));
floorBody->setDynamic(false);
floorBody->setGravityEnable(false);
floorBody->getShape(0)->setRestitution(0.0f);
floorBody->setMass(100000.0f);
floorBody->setCategoryBitmask(0x0003);
floorBody->setContactTestBitmask(0x0003);
floorBody->setCollisionBitmask(0x0001);
floor->setPosition(0, visibleSize.height / 10);
floor->setPhysicsBody(floorBody);
//this->addChild(floor,2,FLOOR_TAG);
setEnemyFrameNumber();
setPlayerFrameNumber();
initDamage();
player1 = new player();
auto playerPath = String::createWithFormat("%s%d%s", "images/level", level, "/player.png");
player1->sprite = Sprite::create(playerPath->getCString());
PhysicsBody* playerBody = PhysicsBody::createBox(player1->sprite->getContentSize());
playerBody->setRotationEnable(false);
playerBody->getShape(0)->setRestitution(0.0f);
playerBody->getShape(0)->setFriction(0.8f);
playerBody->setMass(player1->mass);
playerBody->setCollisionBitmask(0x04);
playerBody->setCategoryBitmask(0x01);
playerBody->setContactTestBitmask(0xFF);
playerBody->getShape(0)->setTag(PLAYER_TAG);
player1->sprite->setPhysicsBody(playerBody);
player1->sprite->setPosition(player1->sprite->getContentSize().width/2+5, floor->getPositionY()+player1->sprite->getContentSize().height*3);
addChild(player1->sprite,2,PLAYER_TAG);
preLoadAnimation();
auto backItem = MenuItemImage::create("images/CloseNormal.png", "images/CloseSelected.png", CC_CALLBACK_0(HelloWorld::backToChoseLevel, this));
//auto pauseItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", CC_CALLBACK_0(HelloWorld::pauseScene, this));
auto popupItem = MenuItemImage::create("images/CloseNormal.png", "images/CloseSelected.png", CC_CALLBACK_0(HelloWorld::toPopup, this));
//pauseItem->setPosition(-backItem->getContentSize().width,0);
//.........这里部分代码省略.........
示例10: setupPhysics
void SinglePlayerScene::setupPhysics()
{
Size visibleSize = Director::getInstance()->getVisibleSize();
float visibleHeight = visibleSize.height;
PhysicsWorld* world = this->getScene()->getPhysicsWorld();
world->setGravity(Vec2(0, (visibleHeight / 320.0f) * -98.0f));
world->setSpeed(GAME_SPEED);
world->setDebugDrawMask(DEBUGDRAW_OPTIONS);
Vec2 takyanPos = _takyan->getPosition();
PhysicsBody *takyanBody = PhysicsBody::createCircle(_takyan->getContentSize().width * BALL_RADIUS, PhysicsMaterial(0.01f, 1.0f, 1.0f)); //_takyan->getPhysicsBody();
float takyanMass = takyanBody->getMass();
float velocityLimit = takyanMass * 150.0f;
takyanBody->setMass(takyanMass * 100.0f);
takyanBody->setRotationEnable(false);
takyanBody->setVelocityLimit(velocityLimit);
_takyan->setPhysicsBody(takyanBody);
PHYSICS_MASK(takyanBody, MASK_TAKYAN, MASK_BOUNDS | MASK_KICKER, MASK_BOUNDS | MASK_KICKER);
Size takyanSize = _takyan->getContentSize();
takyanSize.height *= 0.8f;
PhysicsMaterial material(0.0025f, 0.0f, 1.0f);
PhysicsBody *takyanTailBody = PhysicsBody::createCircle(takyanSize.width, material);
takyanTailBody->setMass(takyanMass * 0.01);
takyanTailBody->setRotationEnable(false);
takyanTailBody->setLinearDamping(1.0f);
takyanTailBody->setVelocityLimit(velocityLimit * 0.5f);
_takyanTail->setPhysicsBody(takyanTailBody);
PHYSICS_MASK(takyanTailBody, MASK_TAKYAN_TAIL, 0, MASK_FLOOR);
Vec2 diff = _takyanTail->getPosition() - _takyan->getPosition();
Vec2 anch1 = Vec2::ANCHOR_MIDDLE;
Vec2 anch2 = Vec2::ANCHOR_MIDDLE;
auto jointS = PhysicsJointLimit::construct(takyanBody, takyanTailBody, anch1, anch2, 0, diff.y);
jointS->setCollisionEnable(false);
world->addJoint(jointS);
PhysicsBody *kickerBody = PhysicsBody::createCircle(_kicker->getContentSize().width * KICKER_RADIUS, PhysicsMaterial(1.0f, 1.0f, 1.0f)); //_kicker->getPhysicsBody();
kickerBody->setDynamic(false);
kickerBody->setEnable(false);
_kicker->setPhysicsBody(kickerBody);
PHYSICS_MASK(kickerBody, MASK_KICKER, MASK_TAKYAN, MASK_TAKYAN);
int takyans = MASK_TAKYAN | MASK_TAKYAN_TAIL;
auto floorBody = PhysicsBody::createBox(_floorBounds->getContentSize(), PhysicsMaterial(1.0f, 0.3f, 0.7f)); //_floorBounds->getPhysicsBody();
floorBody->setDynamic(false);
_floorBounds->setPhysicsBody(floorBody);
PHYSICS_MASK(floorBody, MASK_BOUNDS, takyans, takyans);
auto ceilingBody = PhysicsBody::createBox(_ceilingBounds->getContentSize(), PhysicsMaterial(1.0f, 0.3f, 0.7f));
ceilingBody->setDynamic(false);
_ceilingBounds->setPhysicsBody(ceilingBody);
PHYSICS_MASK(ceilingBody, MASK_BOUNDS, MASK_TAKYAN, MASK_TAKYAN);
Size wallSize = _leftWallBounds->getContentSize();
wallSize.height *= 5.0f;
auto leftWallBody = PhysicsBody::createBox(wallSize); //_leftWallBounds->getPhysicsBody();
leftWallBody->setDynamic(false);
_leftWallBounds->setPhysicsBody(leftWallBody);
PHYSICS_MASK(leftWallBody, MASK_WALLS, takyans, MASK_TAKYAN);
auto rightWallBody = PhysicsBody::createBox(wallSize); //_rightWallBounds->getPhysicsBody();
rightWallBody->setDynamic(false);
_rightWallBounds->setPhysicsBody(rightWallBody);
PHYSICS_MASK(rightWallBody, MASK_WALLS, takyans, MASK_TAKYAN);
}