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C# b2World.SetContactListener方法代码示例

本文整理汇总了C#中Box2D.Dynamics.b2World.SetContactListener方法的典型用法代码示例。如果您正苦于以下问题:C# b2World.SetContactListener方法的具体用法?C# b2World.SetContactListener怎么用?C# b2World.SetContactListener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Box2D.Dynamics.b2World的用法示例。


在下文中一共展示了b2World.SetContactListener方法的6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: Initialize

        public void Initialize(float mapSizeWidth, Character Character, CCTileMapLayer physicsLayer, CCTileMap physicsMap, Container gameContainer)
        {
            mapSizeWidth /= pixelPerMeter;
            gameWorld = new b2World (new b2Vec2 (0, -9.8f));
            gameWorld.AllowSleep = false;

            //definiert den MainCharacter
            Character.createPhysicsBody (gameWorld);
            defineGround (mapSizeWidth);

            createBox2DWorldByLayer (physicsLayer, physicsMap);

            debugDrawer = new DebugDraw ();
            gameWorld.SetDebugDraw (debugDrawer);
            debugDrawer.AppendFlags (b2DrawFlags.e_shapeBit);

            collusionSensor = new CollusionSensor (gameContainer);
            gameWorld.SetContactListener (collusionSensor);
        }
开发者ID:Nuckal777,项目名称:mapKnight,代码行数:19,代码来源:Main.cs

示例2: AddedToScene


//.........这里部分代码省略.........
			// Define the ground body.
			var groundBodyDef = new b2BodyDef();  // Make sure we call 
			groundBodyDef.position.Set(0, 0); // bottom-left corner

			// 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.
			b2EdgeShape groundBox = new b2EdgeShape();

			int worldMaxWidth = screenWidth * 4; //If you ever want the BOX2D world width to be more than it is then increase this  (currently, this should be plenty of extra space)
			int worldMaxHeight = screenHeight * 3; //If you ever want the BOX2D world height to be more  than it is then increase this (currently, this should be plenty of extra space)

			// bottom
			groundBox.Set(new b2Vec2(-4, 0), new b2Vec2(worldMaxWidth / Constants.PTM_RATIO, 0));
			groundBody.CreateFixture(groundBox, 0);

			// top
			groundBox.Set(new b2Vec2(-4, worldMaxHeight / Constants.PTM_RATIO), new b2Vec2(worldMaxWidth / Constants.PTM_RATIO, worldMaxHeight / Constants.PTM_RATIO));
			groundBody.CreateFixture(groundBox, 0);

			// left
			groundBox.Set(new b2Vec2(-4, worldMaxHeight / Constants.PTM_RATIO), new b2Vec2(-4, 0));
			groundBody.CreateFixture(groundBox, 0);

			// right
			groundBox.Set(new b2Vec2(worldMaxWidth / Constants.PTM_RATIO, worldMaxHeight / Constants.PTM_RATIO), new b2Vec2(worldMaxWidth / Constants.PTM_RATIO, 0));
			groundBody.CreateFixture(groundBox, 0);

			//Contact listener 
			contactListener = new ContactListener();
			world.SetContactListener(contactListener);

			//Set up the ground plane

			theGroundPlane = new GroundPlane(world, groundPlaneStartPosition, GameData.SharedData.GroundPlaneFileName);
			AddChild(theGroundPlane, Constants.DepthFloor);


			//Set up the starting platform

			thePlatform = new StartPlatform(world, platformStartPosition, "platform");
			AddChild(thePlatform, Constants.DepthPlatform);

			//Set up ninjas

			ninjaBeingThrown = 1; //always starts at 1 (first ninja, then second ninja, and so on) 
			ninjasToTossThisLevel = GameData.SharedData.NumberOfNinjasToTossThisLevel;  //total number of ninjas to toss for this level



			ninja1 = new Ninja(world, ninjaStartPosition1, @"ninja");
			AddChild(ninja1, Constants.DepthNinjas);

			currentBodyNode = ninja1;

			currentBodyNode.SpriteInSlingState();

			if (ninjasToTossThisLevel >= 2)
			{

				ninja2 = new Ninja(world, ninjaStartPosition2, @"ninjaRed");
				AddChild(ninja2, Constants.DepthNinjas);
				ninja2.SpriteInStandingState();
开发者ID:headinthebox,项目名称:cocos-sharp-samples,代码行数:67,代码来源:TheLevel.cs

示例3: GameScene

        public GameScene(Game game)
        {
            this.game = game;
            // ��ʼ��world
            b2Vec2 gravity = new b2Vec2(0f, -20f);
            world = new b2World(gravity);
            world.AllowSleep = false;
            InitBack();
            AddBarLayer();

            InitScore();
            AddGround();
            AddBird();
            world.SetContactListener(new BirdContactListener(this, (CCSprite)(birdBody.UserData)));
            this.schedule(tick);

            SimpleAudioEngine.sharedEngine().playBackgroundMusic(@"musics/background", true);
        }
开发者ID:hj458377603,项目名称:FlappyBird,代码行数:18,代码来源:GameScene.cs

示例4: Test

        public Test()
        {
            m_destructionListener = new DestructionListener();
            m_debugDraw = new CCBox2dDraw("fonts/arial-12", 1);

            b2Vec2 gravity = new b2Vec2();
            gravity.Set(0.0f, -10.0f);
            m_world = new b2World(gravity);
            m_bomb = null;
            m_textLine = 30;
            m_mouseJoint = null;
            m_pointCount = 0;

            m_destructionListener.test = this;
            m_world.SetDestructionListener(m_destructionListener);
            m_world.SetContactListener(this);
            m_world.SetDebugDraw(m_debugDraw);
            m_world.SetContinuousPhysics(true);
            m_world.SetWarmStarting(true);

            m_bombSpawning = false;

            m_stepCount = 0;

            b2BodyDef bodyDef = new b2BodyDef();
            m_groundBody = m_world.CreateBody(bodyDef);
        }
开发者ID:KevinHeyer,项目名称:CocosSharp,代码行数:27,代码来源:Test.cs

示例5: StarlingGameSpriteWithPhysics

        public StarlingGameSpriteWithPhysics()
        {
            sessionid = random.Next();


            //b2Body ground_current = null;
            //b2Body air_current = null;




            #region ground_b2world
            // first frame  ... set up our physccs
            // zombies!!
            ground_b2world = new b2World(new b2Vec2(0, 0), false);
            ground_b2world.SetContactListener(
               new XContactListener()
            );

            var ground_b2debugDraw = new b2DebugDraw();

            ground_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();
            ground_dd.transform.colorTransform = new ColorTransform(0.0, 0, 1.0);





            ground_b2debugDraw.SetSprite(ground_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            ground_b2debugDraw.SetDrawScale(16);
            ground_b2debugDraw.SetFillAlpha(0.1);
            ground_b2debugDraw.SetLineThickness(1.0);
            ground_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            ground_b2world.SetDebugDraw(ground_b2debugDraw);





            #endregion


            #region groundkarma_b2world
            // first frame  ... set up our physccs
            // zombies!!
            groundkarma_b2world = new b2World(new b2Vec2(0, 0), false);

            var groundkarma_b2debugDraw = new b2DebugDraw();

            groundkarma_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();
            groundkarma_dd.transform.colorTransform = new ColorTransform(0.0, 1.0, 0.0);





            groundkarma_b2debugDraw.SetSprite(groundkarma_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            groundkarma_b2debugDraw.SetDrawScale(16);
            groundkarma_b2debugDraw.SetFillAlpha(0.1);
            groundkarma_b2debugDraw.SetLineThickness(1.0);
            groundkarma_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            groundkarma_b2world.SetDebugDraw(groundkarma_b2debugDraw);





            #endregion

            #region air_b2world
            // first frame  ... set up our physccs
            // zombies!!
            air_b2world = new b2World(new b2Vec2(0, 0), false);

            var air_b2debugDraw = new b2DebugDraw();

            air_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();

            // make it red!
            air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0);
            // make it slave
            air_dd.alpha = 0.3;





            air_b2debugDraw.SetSprite(air_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            air_b2debugDraw.SetDrawScale(16);
            air_b2debugDraw.SetFillAlpha(0.1);
            air_b2debugDraw.SetLineThickness(1.0);
            air_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);
//.........这里部分代码省略.........
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:StarlingGameSpriteWithPhysics.cs

示例6: SetupWorld

        static void SetupWorld(bool setupGround)
        {
            var gravity = new b2Vec2(0.0f, -10.0f);
            _world = new b2World(gravity);
            _world.SetAllowSleeping(true);
            _world.SetContinuousPhysics(true);
            _world.SetSubStepping(true);
            _world.SetWarmStarting(true);
            _world.SetDestructionListener(new Destructo());
            _world.SetContactListener(new Contacto());
            if (!setupGround)
            {
                return;
            }
            // 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.
            b2BodyDef def = b2BodyDef.Create();
            def.allowSleep = true;
            def.position = b2Vec2.Zero;
            def.type = b2BodyType.b2_staticBody;
            b2Body groundBody = _world.CreateBody(def);
            groundBody.SetActive(true);

            // bottom
            b2EdgeShape groundBox = new b2EdgeShape();
            groundBox.Set(b2Vec2.Zero, new b2Vec2(width, 0));
            b2FixtureDef fd = b2FixtureDef.Create();
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // top
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, height), new b2Vec2(width, height));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // left
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(0, height), b2Vec2.Zero);
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            // right
            groundBox = new b2EdgeShape();
            groundBox.Set(new b2Vec2(width, height), new b2Vec2(width, 0));
            fd.shape = groundBox;
            groundBody.CreateFixture(fd);

            _world.Dump();
        }
开发者ID:Cocos2DXNA,项目名称:CocosPhysics,代码行数:51,代码来源:Program.cs


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