本文整理汇总了C++中PhysicsSprite类的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsSprite类的具体用法?C++ PhysicsSprite怎么用?C++ PhysicsSprite使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了PhysicsSprite类的14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: getWorld
void Prototype::testSeparator() {
b2Separator sep;
vector<b2Vec2>* vec = new vector<b2Vec2>();
vec->push_back(b2Vec2(-4, -4));
vec->push_back(b2Vec2(4, -4));
vec->push_back(b2Vec2(4, 0));
vec->push_back(b2Vec2(0, 0));
vec->push_back(b2Vec2(0, 4));
vec->push_back(b2Vec2(-4, 4));
m_bodyDef.position.Set((m_centerPoint.x-300)/PTM_RATIO, m_centerPoint.y/PTM_RATIO);
b2Body* body = getWorld()->CreateBody(&m_bodyDef);
try {
sep.Separate(body, &m_fixtureDef, vec, PTM_RATIO);
} catch(b2SeparatorException& e) {
CCLog("b2Separator Exception: %s", e.what());
}
// Only need below to attach box2d body to a cocos2d sprite...
PhysicsSprite* ps = new PhysicsSprite();
ps->setTag(2);
ps->setPosition( CCPointMake( m_centerPoint.x+300, m_centerPoint.y ) );
ps->setPhysicsBody(body);
body->SetUserData(ps);
m_sprites[ps->getTag()] = ps;
}
示例2: addBox
void MainGameLayer::addBox(Point p)
{
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
b2Body *body = (Box2dDirectorLayer::world)->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
//dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
dynamicBox.SetAsBox(.5f, .8f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
// body to sprite
Texture2D *texture = TextureCache::getInstance()->addImage("gabriel.png");
PhysicsSprite *sprite = PhysicsSprite::createWithTexture(texture);
addChild(sprite);
sprite->setB2Body(body);
sprite->setPTMRatio(PTM_RATIO);
sprite->setPosition( Point( p.x, p.y) );
}
示例3:
void LiquidScene::drawBox2dSpriteAt(LiquidScene::Box2dSpriteData data, Point pos) {
if (data.file == NULL) {
return;
}
b2Body* body;
b2BodyDef bodyDef;
b2CircleShape shape;
b2FixtureDef fixtureDef;
PhysicsSprite* physicsSprite = PhysicsSprite::create(data.file);
float scale = Director::getInstance()->getContentScaleFactor();
physicsSprite->cocos2d::Node::setScale(scale);
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set((pos.x) / PT_RATIO, (pos.y) / PT_RATIO);
bodyDef.userData = physicsSprite;
body = world->CreateBody(&bodyDef);
shape.m_radius = physicsSprite->getContentSize().width / PT_RATIO;
fixtureDef.shape = &shape;
fixtureDef.density = data.density;
fixtureDef.friction = data.friction;
body->CreateFixture(&fixtureDef);
this->addChild(physicsSprite);
physicsSprite->setB2Body(body);
physicsSprite->setPTMRatio(PT_RATIO);
physicsSprite->setPosition(pos);
}
示例4: b2Vec2
////////////////////////////////////////////////////////////////////////////////
// マウスジョイント取得
b2MouseJoint* HelloWorld::getMouseJoint(cocos2d::CCPoint p) {
b2Vec2 locationWorld = b2Vec2(p.x/PTM_RATIO, p.y/PTM_RATIO);
CCNode* parent = getChildByTag(kTagParentNode);
CCArray* children = parent->getChildren();
CCObject* data = NULL;
CCARRAY_FOREACH(children, data)
{
PhysicsSprite* spr = (PhysicsSprite*)data;
if (spr != NULL) {
// スプライトに付与されているBodyを取得
b2Body* b = spr->getBody();
b2Fixture *f = b->GetFixtureList();
if (f->TestPoint(locationWorld)) {
b2MouseJointDef md;
b2BodyDef groundBodyDef;
b2MouseJoint* mouseJoint;
b2Body* groundBody = world->CreateBody(&groundBodyDef);
md.bodyA = groundBody;//ground Body
md.bodyB = b;
md.target = locationWorld;
md.collideConnected = true;
md.maxForce = 1000.0f * b->GetMass();
b->SetAwake(true);
// ジョイント取得
mouseJoint = (b2MouseJoint *)world->CreateJoint(&md);
return mouseJoint;
}
}
}
示例5: PhysicsSprite
PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithTexture(pTexture))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
示例6: touchToPoint
void Prototype::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent) {
PhysicsSprite* sprite;
for (CCSetIterator it = pTouches->begin(); it != pTouches->end(); it++) {
CCTouch* touch = dynamic_cast<CCTouch*>(*it);
CCPoint touchPoint = touchToPoint(touch);
sprite = getPhysicsSpriteAtXY(touchPoint);
if(sprite != NULL) {
testPlaceBomb(sprite->getPhysicsBody(), touchPoint, 1.75f );
}
}
}
示例7: new
PhysicsSprite* PhysicsSprite::create(const char *pszFileName, const Rect& rect)
{
PhysicsSprite* pRet = new (std::nothrow) PhysicsSprite();
if (pRet && pRet->initWithFile(pszFileName, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
示例8: CCLOG
void HelloWorld::addNewSpriteAtPosition(CCPoint p)
{
CCLOG("Add sprite %0.2f x %02.f",p.x,p.y);
CCNode* parent = getChildByTag(kTagParentNode);
//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
PhysicsSprite *sprite = new PhysicsSprite();
sprite->initWithTexture(m_pSpriteTexture, CCRectMake(32 * idx,32 * idy,32,32));
sprite->autorelease();
parent->addChild(sprite);
sprite->setPosition( CCPointMake( p.x, p.y) );
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
sprite->setPhysicsBody(body);
}
示例9: CCLOG
void Box2DTestLayer::addNewSpriteAtPosition(Point p)
{
CCLOG("Add sprite %0.2f x %02.f",p.x,p.y);
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
#if CC_ENABLE_BOX2D_INTEGRATION
Node *parent = 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
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
PhysicsSprite *sprite = PhysicsSprite::createWithTexture(_spriteTexture,Rect(32 * idx,32 * idy,32,32));
parent->addChild(sprite);
sprite->setB2Body(body);
sprite->setPTMRatio(PTM_RATIO);
sprite->setPosition( Point( p.x, p.y) );
#endif
}
示例10: if
void GamePhysicsContactListener::BeginContact(b2Contact* contact)
{
// 衝突した双方の物体を取得
b2Body* bodyA = contact->GetFixtureA()->GetBody();
b2Body* bodyB = contact->GetFixtureB()->GetBody();
CCNode* nodeA = (CCNode*)bodyA->GetUserData();
CCNode* nodeB = (CCNode*)bodyB->GetUserData();
if( nodeA != NULL && nodeB != NULL ){
//
if( nodeA->getTag() == NODE_TAG_BALL ){
Ball* pBall = (Ball*)nodeA;
pBall->contactWith(nodeB);
}
else if( nodeB->getTag() == NODE_TAG_BALL ){
Ball* pBall = (Ball*)nodeB;
pBall->contactWith(nodeA);
}
}
#if 0
// 物体にひもづくSpriteを取得
PhysicsSprite* spriteA = (PhysicsSprite*)bodyA->GetUserData();
PhysicsSprite* spriteB = (PhysicsSprite*)bodyB->GetUserData();
// 地面との衝突は無視する
if (spriteA->getTag() == Config::kTag_Ground ||
spriteB->getTag() == Config::kTag_Ground)
{
return;
}
// 衝突時の加速度を取得
b2Vec2 velocityA = bodyA->GetLinearVelocity();
b2Vec2 velocityB = bodyB->GetLinearVelocity();
CCLOG("[BeginContact] A(%f, %f) B(%f, %f)", velocityA.x, velocityA.y, velocityB.x, velocityB.y);
// 加速度が一定上の大きさだったら、ぶつかられた方を削除する
float threshold = 3;
if (pow(velocityA.x, 2) + pow(velocityA.y, 2) > pow(threshold, 2)) {
spriteB->setDeleteFlag(true);
}
if (pow(velocityB.x, 2) + pow(velocityB.y, 2) > pow(threshold, 2)) {
spriteA->setDeleteFlag(true);
}
#endif
}
示例11: b2World
HelloWorld::HelloWorld()
{
hello = this;
// Define the gravity vector.
b2Vec2 gravity;
gravity.Set(0.0f, 0.0f);
// Do we want to let bodies sleep?
bool doSleep = true;
// Construct a world object, which will hold and simulate the rigid bodies.
world = new b2World(gravity);
world->SetAllowSleeping(doSleep);
world->SetContinuousPhysics(true);
joyStick = new SneakyJoystick();
joyStick->autorelease();
joyStick->initWithRect(CCRectZero);
joyStick->setAutoCenter(true);
joyStick->setHasDeadzone(true);
joyStick->setDeadRadius(10);
SneakyJoystickSkinnedBase *joystickSkin = new SneakyJoystickSkinnedBase();
joystickSkin->autorelease();
joystickSkin->init();
joystickSkin->setBackgroundSprite(CCSprite::create("button-default.png"));
joystickSkin->setThumbSprite(CCSprite::create("button-disabled.png"));
joystickSkin->getThumbSprite()->setScale(0.5f);
joystickSkin->setPosition(ccp(50, 50));
joystickSkin->setJoystick(joyStick);
// load shapes
GB2ShapeCache::sharedGB2ShapeCache()->addShapesWithFile("physicalTest.plist");
setTouchEnabled(true);
setAccelerometerEnabled( true );
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
// m_debugDraw = new GLESDebugDraw( PTM_RATIO );
// world->SetDebugDraw(m_debugDraw);
//
// uint32 flags = 0;
// flags += b2Draw::e_shapeBit;
// flags += b2Draw::e_jointBit;
// // flags += b2Draw::e_aabbBit;
// // flags += b2Draw::e_pairBit;
// // flags += b2Draw::e_centerOfMassBit;
// m_debugDraw->SetFlags(flags);
//
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(screenSize.width/2/PTM_RATIO, screenSize.height/2/PTM_RATIO);
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body *groundBody = world->CreateBody(&groundBodyDef);
// Define the ground box shape.
b2PolygonShape groundBox;
/*
// bottom
groundBox.SetAsBox(screenSize.width/2/PTM_RATIO, 0, b2Vec2(0, -screenSize.height/2/PTM_RATIO), 0);
groundBody->CreateFixture(&groundBox, 0);
// top
groundBox.SetAsBox(screenSize.width/2/PTM_RATIO, 0, b2Vec2(0, screenSize.height/2/PTM_RATIO), 0);
groundBody->CreateFixture(&groundBox, 0);
// left
groundBox.SetAsBox(0, screenSize.height/2/PTM_RATIO, b2Vec2(-screenSize.width/2/PTM_RATIO, 0), 0);
groundBody->CreateFixture(&groundBox, 0);
// right
groundBox.SetAsBox(0, screenSize.height/2/PTM_RATIO, b2Vec2(screenSize.width/2/PTM_RATIO, 0), 0);
groundBody->CreateFixture(&groundBox, 0);
*/
//initBG
initBG();
PhysicsSprite *sprite = PhysicsSprite::create("missile", CCPointMake(screenSize.width/2/32, screenSize.height/2/32), world);
sprite->setCollisionGroup(-10);
sprite->setTag(1);
playerBody = sprite->getBody();
bgLayer->addChild(sprite);
Weapon *gun = Weapon::create("SlienceBullet.png");
sprite->addChild(gun);
PhysicsSprite *sprite_2 = PhysicsSprite::create("missile", CCPointMake(screenSize.width/2/32, screenSize.height/2/32), world);
//.........这里部分代码省略.........
示例12: atan2
void HelloWorld::update(float dt)
{
CCPoint velocity = joyStick->getVelocity(); // range 0-1
if (velocity.x != 0 || velocity.y != 0) {
if (speed < MAX_SPEED)
speed += 50;
// +y轴为起始轴 顺时针转 atan2范围是PI - 负PI atan是 PI/2 - 负PI/2
float c = atan2(velocity.x, velocity.y);
c = c * 180/M_PI;
// 度数为0 - 360.忘记了可以nslog下
if (c <= 0)
c += 360;
float d = CC_RADIANS_TO_DEGREES(playerBody->GetAngle()),b;
if (d <= 0) {
d = -d;
b =(int)d % 360;
}else
b =360 - abs((int)d) % 360;
//CCLog("stickangle:%f,playerangle:%f %f",c,b,CC_RADIANS_TO_DEGREES(playerBody->GetAngle()));
float omega = 100.0f;
if (abs(b - c) > 1.0f)
{
if (b > c) {
if (b - c < 180)
omega = omega;
else
omega = -omega;
}else
{
if (c - b < 180)
omega = -omega;
else
omega = omega;
}
playerBody->SetAngularVelocity(CC_DEGREES_TO_RADIANS(omega));
}else
playerBody->SetAngularVelocity(CC_DEGREES_TO_RADIANS(0.0f));
}else
{
playerBody->SetAngularVelocity(CC_DEGREES_TO_RADIANS(0.0f));
}
if (speed > 0)
speed -= 10;
if (speed < 0) {
speed = 0;
}
PhysicsSprite *player = (PhysicsSprite *)playerBody->GetUserData();
float playerAngle = player->getRotation();
b2Vec2 v2Linear;
v2Linear.Set(sin(CC_DEGREES_TO_RADIANS(playerAngle)) * speed / PTM_RATIO,cos(CC_DEGREES_TO_RADIANS(playerAngle) )* speed / PTM_RATIO);
playerBody->SetLinearVelocity(v2Linear);
}
示例13: CCLOG
void HelloWorld::addNewSpriteAtPosition(CCPoint p)
{
CCLOG("Add sprite %0.2f x %02.f",p.x,p.y);
CCNode* parent = getChildByTag(kTagParentNode);
//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
PhysicsSprite *sprite = new PhysicsSprite();
sprite->initWithTexture(m_pSpriteTexture, CCRectMake(32 * idx,32 * idy,32,32));
sprite->autorelease();
parent->addChild(sprite);
sprite->setPosition( CCPointMake( p.x, p.y) );
sprite->setOpacity(32);
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
sprite->setPhysicsBody(body);
// Create a rope joint so that the
// block will "swing" from the top of the
// scene.
// Calculate the local position of the
// top of screen in the local space
// of the ground box.
CCSize scrSize = CCDirector::sharedDirector()->getWinSize();
b2Vec2 groundWorldPos = b2Vec2((scrSize.width/2)/PTM_RATIO,(scrSize.height)/PTM_RATIO);
b2Vec2 groundLocalPos = m_pGround->GetLocalPoint(groundWorldPos);
// Now create the main swinging joint.
b2RopeJointDef jointDef;
jointDef.bodyA = m_pGround;
jointDef.bodyB = body;
jointDef.localAnchorA = groundLocalPos;
jointDef.localAnchorB = b2Vec2(0.0f,0.0f);
jointDef.maxLength = (groundWorldPos-body->GetWorldCenter()).Length();
jointDef.collideConnected = true;
world->CreateJoint(&jointDef);
// Now create a second/third rope to "constrain" the swing.
// These one will be attached to the side of the screen.
b2Vec2 groundWorldPos2 = b2Vec2(0,body->GetWorldCenter().y);
b2Vec2 groundLocalPos2 = m_pGround->GetLocalPoint(groundWorldPos2);
jointDef.localAnchorA = groundLocalPos2;
// Setting the length of the side rope...
// What we want to do here is use the distance from the center as
// the length of the rope. Then add length to it so that the box
// can have at least one full swing which ever side it is on (left or
// right half of the scene).
float32 distToCenter = (fabs(scrSize.width/2 - (body->GetWorldCenter().x)*PTM_RATIO))/PTM_RATIO;
jointDef.maxLength = distToCenter + (scrSize.width/2)/PTM_RATIO;
world->CreateJoint(&jointDef);
// Now for the last rope, other side of the scene.
// Now create a second/third rope to "constrain" the swing.
// These one will be attached to the side of the screen.
b2Vec2 groundWorldPos3 = b2Vec2((scrSize.width)/PTM_RATIO,body->GetWorldCenter().y);
b2Vec2 groundLocalPos3 = m_pGround->GetLocalPoint(groundWorldPos3);
jointDef.localAnchorA = groundLocalPos3;
world->CreateJoint(&jointDef);
}
示例14: Size
void NormalEnemy::setArmatureBody()
{
//armature->getAnimation()->setMovementEventCallFunc(this, movementEvent_selector(NormalEnemy::animationEvent));
armature->getAnimation()->playWithIndex(0);
Vector<Node*> bonearr = armature->getChildren();
//printf("bonearr size = %zd\n",bonearr.size());
//Skin *dump = (Skin*)((Bone*)(bonearr.at(2)))->getDisplayRenderNode();
//batch = SpriteBatchNode::createWithTexture(dump->getTexture());
//gameScene->addChild(batch, armature->getZOrder());
// int z = bonearr->count();
for(int i = 0; i< bonearr.size();i++)
{
Bone *bone = (Bone*)bonearr.at(i);
string boneName = bone->getName();
Skin *skin = (Skin*)bone->getDisplayRenderNode();
if (skin !=NULL) {
skin->isphysicsObject = true;
skin->parentScale = armature->getScale();
Rect a = skin->getTextureRect();
Point partpos = skin->getWorldPosition();
float partrotation = skin->getWorldRotation();
float bodyrotation = partrotation*M_PI/180.0;
Size partSize = Size((a.getMaxX()-a.getMinX())/PTM_RATIO*armature->getScale(), (a.getMaxY()-a.getMinY())/PTM_RATIO*armature->getScale());
b2BodyDef bodyDef;
bodyDef.type = b2_staticBody;
bodyDef.position.Set(partpos.x/PTM_RATIO, partpos.y/PTM_RATIO);
b2Body *body_ = gameWorld->CreateBody(&bodyDef);
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(partSize.width/2.0, partSize.height/2.0);//These are mid points for our 1m box
b2CircleShape circleShape;
circleShape.m_radius = 0.45;
b2FixtureDef fixtureDef;
if (boneName.compare("headbone") == 0||boneName.compare("head")==0) {
fixtureDef.shape = &circleShape;
}
else if (boneName.compare("left_feet") == 0||boneName.compare("foot_right")==0)
{
circleShape.m_radius = 0.2;
fixtureDef.shape = &circleShape;
}
else {
fixtureDef.shape = &dynamicBox;
}
fixtureDef.density = 0.2f;
fixtureDef.restitution = 0.8;
fixtureDef.friction = 0.2f;
fixtureDef.filter.categoryBits = ZOMBIE;
// printf("bonename = %s\n", boneName.c_str());
if (boneName.compare("headbone") == 0||boneName.compare("head")==0) {
fixtureDef.fixturetype = f_zbody_body;
fixtureDef.filter.maskBits = BASE_GROUND | UPPER_GROUND | ARROW | BULLET;
}
else if (boneName.compare("bodybone") == 0||boneName.compare("body")==0) {
fixtureDef.fixturetype = f_zbody_body;
fixtureDef.filter.maskBits = BASE_GROUND | UPPER_GROUND | ARROW | BULLET;
}
else if (boneName.compare("leglbone") == 0 || boneName.compare("right_leg") == 0|| boneName.compare("right_foreleg")|| boneName.compare("foreleg_rbone") ||boneName.compare("left_leg")==0||boneName.compare("left_foreleg")==0) {
fixtureDef.fixturetype = f_zbody_body;
fixtureDef.filter.maskBits = BASE_GROUND | UPPER_GROUND | ARROW | BULLET;
}
else {
fixtureDef.fixturetype = f_zbody_body;
fixtureDef.filter.maskBits = BASE_GROUND | UPPER_GROUND;
}
body_->CreateFixture(&fixtureDef);
body_->SetUserData(this);
body_->SetTransform(b2Vec2(partpos.x/PTM_RATIO, partpos.y/PTM_RATIO), bodyrotation);
body_->SetAngularDamping(1.2);
skin->body = body_;
PhysicsSprite *dumpSprite = (PhysicsSprite*)PhysicsSprite::createWithTexture(skin->getTexture(), skin->getTextureRect());
dumpSprite->setPosition(skin->getWorldPosition());
dumpSprite->setScale(armature->getScale());
dumpSprite->setVisible(false);
dumpSprite->body = body_;
// printf("zorder = %i\n", bone->getZOrder());
// dumpSprite->setZOrder(bone->getZOrder()+3);
gameScene->addChild(dumpSprite,bone->getZOrder()+20);
//deadSpriteArray->addObject((Ref*)dumpSprite);
//.........这里部分代码省略.........