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C# CCPhysicsBody.AddShape方法代码示例

本文整理汇总了C#中CocosSharp.CCPhysicsBody.AddShape方法的典型用法代码示例。如果您正苦于以下问题:C# CCPhysicsBody.AddShape方法的具体用法?C# CCPhysicsBody.AddShape怎么用?C# CCPhysicsBody.AddShape使用的例子?那么恭喜您, 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CocosSharp.CCPhysicsBody的用法示例。


在下文中一共展示了CCPhysicsBody.AddShape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: CreateEdgeBox

		/** Create a body contains a EdgeBox shape. */
		public static CCPhysicsBody CreateEdgeBox(CCSize size, CCPhysicsMaterial material, float border, CCPoint offset)
		{
			CCPhysicsBody body = new CCPhysicsBody();
            body.AddShape(new CCPhysicsShapeEdgeBox(size, material, offset, border));
			body.IsDynamic = false;
			return body;
		}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:8,代码来源:CCPhysicsBody.cs

示例2: CreateEdgeChain

		/** Create a body contains a EdgeChain shape. */
		public static CCPhysicsBody CreateEdgeChain(CCPoint[] points, int count, CCPhysicsMaterial material, float border = 1)
		{
			CCPhysicsBody body = new CCPhysicsBody();
            body.AddShape(new CCPhysicsShapeEdgeChain(points, count, material, border));
			body.IsDynamic = false;
			return body;
		}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:8,代码来源:CCPhysicsBody.cs

示例3: CreatePolygon

		/**
		 * @brief Create a body contains a polygon shape.
		 * points is an array of cpVect structs defining a convex hull with a clockwise winding.
		 */
		public static CCPhysicsBody CreatePolygon(CCPoint[] points, int count, CCPhysicsMaterial material, float radius)
		{

			CCPhysicsBody body = new CCPhysicsBody();
			body.AddShape(new CCPhysicsShapePolygon(points, count, material, radius));
			return body;
		}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:11,代码来源:CCPhysicsBody.cs

示例4: CreateEdgeSegment

		/** Create a body contains a EdgeSegment shape. */
		public static CCPhysicsBody CreateEdgeSegment(CCPoint a, CCPoint b, CCPhysicsMaterial material, float border = 1)
		{

			CCPhysicsBody body = new CCPhysicsBody();

            body.AddShape(new CCPhysicsShapeEdgeSegment(a, b, material, border));
			body.IsDynamic = false;
			return body;

		}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:11,代码来源:CCPhysicsBody.cs

示例5: CreateCircle

		/** Create a body contains a circle shape. */
		public static CCPhysicsBody CreateCircle(float radius, CCPhysicsMaterial material, CCPoint offset)
		{
			CCPhysicsBody body = new CCPhysicsBody();
            body.AddShape(new CCPhysicsShapeCircle(material, radius, offset));
			return body;
		}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:7,代码来源:CCPhysicsBody.cs

示例6: CreateBox

		/** Create a body contains a box shape. */
		public static CCPhysicsBody CreateBox(CCSize size, CCPhysicsMaterial material, float radius)
		{
			CCPhysicsBody body = new CCPhysicsBody();
			body.AddShape(new CCPhysicsShapeBox(size, material, radius));
			return body;
		}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:7,代码来源:CCPhysicsBody.cs

示例7: OnEnter

        public override void OnEnter()
        {
            base.OnEnter();

            float width = (VisibleBoundsWorldspace.Size.Width - 10) / 4;
            float height = (VisibleBoundsWorldspace.Size.Height - 50) / 4;

            Scene.PhysicsWorld.DebugDrawMask = PhysicsDrawFlags.Shapes | PhysicsDrawFlags.Joints;

            CCNode node = new CCNode();
            CCPhysicsBody box = new CCPhysicsBody();
            node.PhysicsBody = box;
            box.IsDynamic = false;
            node.Position = CCPoint.Zero;
            AddChild(node);

            CCPhysicsJoint joint;
            CCSprite sp1, sp2;

            for (int i = 0; i < 4; i++)
            {

                for (int j = 0; j < 4; j++)
                {

                    CCPoint offset = new CCPoint(
                        0 + 5 + j * width + width / 2,
                        0 + 50 + i * height + height / 2
                    );
                    //CCPoint offset = new CCPoint()
                    box.AddShape(
                        new CCPhysicsShapeEdgeBox(
                            new CCSize(width, height), CCPhysicsMaterial.PHYSICSSHAPE_MATERIAL_DEFAULT,
                            offset, 1)
                    );

                    switch (i * 4 + j)
                    {
                        case 0:

                            sp1 = MakeBall(offset - new CCPoint(30, 0), 10);
                            sp1.PhysicsBody.Tag = DRAG_BODYS_TAG;
                            sp2 = MakeBall(offset + new CCPoint(30, 0), 10);
                            sp2.PhysicsBody.Tag = DRAG_BODYS_TAG;

                            joint = CCPhysicsJointPin.Construct(sp1.PhysicsBody, sp2.PhysicsBody, offset);
                            Scene.PhysicsWorld.AddJoint(joint);

                            AddChild(sp1);
                            AddChild(sp2);

                            break;

                        case 1:


                            sp1 = MakeBall(offset - new CCPoint(30, 0), 10);
                            sp1.PhysicsBody.Tag = DRAG_BODYS_TAG;
                            sp2 = MakeBox(offset + new CCPoint(30, 0), new CCSize(30, 10));
                            sp2.PhysicsBody.Tag = DRAG_BODYS_TAG;

                            joint = CCPhysicsJointFixed.Construct(sp1.PhysicsBody, sp2.PhysicsBody, offset);
                            Scene.PhysicsWorld.AddJoint(joint);

                            AddChild(sp1);
                            AddChild(sp2);

                            break;

                        case 2:


                            sp1 = MakeBall(offset - new CCPoint(30, 0), 10);
                            sp1.PhysicsBody.Tag = DRAG_BODYS_TAG;
                            sp2 = MakeBox(offset + new CCPoint(30, 0), new CCSize(30, 10));
                            sp2.PhysicsBody.Tag = DRAG_BODYS_TAG;

                            joint = CCPhysicsJointDistance.Construct(sp1.PhysicsBody, sp2.PhysicsBody, CCPoint.Zero, CCPoint.Zero);
                            Scene.PhysicsWorld.AddJoint(joint);

                            AddChild(sp1);
                            AddChild(sp2);


                            break;

                        case 3:

                            sp1 = MakeBall(offset - new CCPoint(30, 0), 10);
                            sp1.PhysicsBody.Tag = DRAG_BODYS_TAG;
                            sp2 = MakeBox(offset + new CCPoint(30, 0), new CCSize(30, 10));
                            sp2.PhysicsBody.Tag = DRAG_BODYS_TAG;

                            joint =
                                CCPhysicsJointSpring.Construct(sp1.PhysicsBody,
                                    sp2.PhysicsBody, CCPoint.Zero, CCPoint.Zero, 500, 0.3f);
                            Scene.PhysicsWorld.AddJoint(joint);

                            AddChild(sp1);
                            AddChild(sp2);
//.........这里部分代码省略.........
开发者ID:KevinHeyer,项目名称:CocosSharp,代码行数:101,代码来源:PhysicsTest.cs

示例8: CreateEdgePolygon

		/** Create a body contains a EdgePolygon shape. */
		public static CCPhysicsBody CreateEdgePolygon(cpVect[] points, int count, CCPhysicsMaterial material, float border = 1)
		{
			CCPhysicsBody body = new CCPhysicsBody();
			body.AddShape(new CCPhysicsShapeEdgePolygon(points, count, material, border));
			body._dynamic = false;
			return body;
		}
开发者ID:netonjm,项目名称:CocosSharp,代码行数:8,代码来源:CCPhysicsBody.cs

示例9: CreateCircle

		/** Create a body contains a circle shape. */
		public static CCPhysicsBody CreateCircle(float radius, CCPhysicsMaterial material, cpVect offset)
		{

			CCPhysicsBody body = new CCPhysicsBody();
			body.SetMass(MASS_DEFAULT);
			body.AddShape(new CCPhysicsShapeCircle(material, radius, offset));
			return body;
		}
开发者ID:netonjm,项目名称:CocosSharp,代码行数:9,代码来源:CCPhysicsBody.cs

示例10: j2cpBody

        public CCPhysicsBody j2cpBody( JObject bodyValue)
        {
            CCPhysicsBody body = new CCPhysicsBody();
            SetBodyTypeFromInt(body, (int)bodyValue.GetValue("type"));
            //int i = 0;

            JArray fixtureValues = (JArray)bodyValue["fixture"];
            if (null != fixtureValues)
            {
                List<CCPhysicsShape> shape;
                int numFixtureValues = fixtureValues.Count;
                for (int i = 0; i < numFixtureValues; i++)
                {
                    JObject fixtureValue = (JObject)fixtureValues[i];
                    shape = j2cpShape(fixtureValue, body.BodyType);
                    readCustomPropertiesFromJson(shape, fixtureValue);
                    body.AddShape(shape,true);
                }
            }

            body.Position = jsonToPoint("position", bodyValue);
            body.SetAngle(jsonToFloat("angle", bodyValue));
            body.SetVelocity(jsonToPoint("linearVelocity", bodyValue));
            body.SetAngularVelocity( jsonToFloat("angularVelocity", bodyValue));
            //body. linearDamping = jsonToFloat("linearDamping", bodyValue, -1, 0);
            //body.set angularDamping = jsonToFloat("angularDamping", bodyValue, -1, 0);
            //body.gravityScale = jsonToFloat("gravityScale", bodyValue, -1, 1);

            //body.allowSleep = bodyValue["allowSleep"] == null ? false : (bool)bodyValue["allowSleep"];
            //body.awake =;
            var awake = bodyValue["awake"] == null ? false : (bool)bodyValue["awake"];
            if (!awake)
                body.Body.Sleep();

            var fixedRotation = bodyValue["fixedRotation"] == null ? false : (bool)bodyValue["fixedRotation"];
            if (fixedRotation)
                body.Moment = cp.Infinity;

            //body.bullet = bodyValue["bullet"] == null ? false : (bool)bodyValue["bullet"];

            //bodyDef.active = bodyValue["active"] == null ? false : (bool)bodyValue["active"];

            //body.active = true;

            String bodyName = bodyValue["name"] == null ? "" : (string)bodyValue["active"];
            if (!string.IsNullOrEmpty(bodyName))
                SetBodyName(body, bodyName);

            // may be necessary if user has overridden mass characteristics
            //b2MassData massData = new b2MassData();
            if (body.BodyType == cpBodyType.DYNAMIC)
            body.Body.SetMass(jsonToFloat("massData-mass", bodyValue));
            //massData.mass = ;
            body.Body.SetCenterOfGravity(jsonToVec("massData-center", bodyValue));
            //massData.center =;

            return body;
        }
开发者ID:netonjm,项目名称:RubeLoader,代码行数:58,代码来源:Nb2dJson.cs


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