使用物理学在cocos2dx v3中无法进行碰撞检测

时间:2014-12-11 07:57:47

标签: cocos2d-x box2d

我想使用物理引擎碰撞2个精灵。 但我的联系人听众没有回应。日志或运行时没有警告/错误。 所以这就是我所做的:

声明

1)cocos2d::PhysicsWorld* m_world;
2)void setPhyWorld(cocos2d::PhysicsWorld* world){m_world = world;}
3)bool onContactBegin(cocos2d::PhysicsContact& contact);

实施 对于PhysicsWorld: 场景 - >

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::createWithPhysics();
    scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);

    auto layer = HelloWorld::create();
    layer->setPhyWorld(scene->getPhysicsWorld());

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

PhysicsWorld->

void HelloWorld::createPhysicsWorld(){

    auto body = PhysicsBody::createEdgeBox(visibleSize, PHYSICSBODY_MATERIAL_DEFAULT, 3);
    auto edgeNode = Node::create();
    edgeNode->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
    edgeNode->setPhysicsBody(body);
    this->addChild(edgeNode);
}

创建精灵 - >

void HelloWorld::createCar(){
    car = Sprite::create("car.png");

    auto body3 = PhysicsBody::createBox(car->getContentSize());
    body3->setDynamic(false);
    body3->setCategoryBitmask(2);
    body3->setCollisionBitmask(2);
    body3->setContactTestBitmask(true);
    car->setPhysicsBody(body3);
    // position the sprite on the center of the screen
    car->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(car, 1);

    car->setAnchorPoint(Vec2(0.5, 0));

    car->setFlippedX(true);
}

void HelloWorld::createRocket(){
    rocket = Sprite::create("rocket.png");

    auto body2 = PhysicsBody::createBox(rocket->getContentSize());
    body2->setDynamic(false);
    body2->setCategoryBitmask(1);
    body2->setCollisionBitmask(1);
    body2->setContactTestBitmask(true);
    rocket->setPhysicsBody(body2);

    // position the sprite on the center of the screen
    rocket->setPosition(Vec2(visibleSize.width/2 + origin.x,origin.y));

    // add the sprite as a child to this layer
    this->addChild(rocket, 1);

}

碰撞 - >

 auto contactListener = EventListenerPhysicsContact::create();
    contactListener->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this);
    this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener,this);

ContactListner->

bool HelloWorld::onContactBegin(cocos2d::PhysicsContact& contact)
{   
    CCLOG("onContactBegin -------> ");
    return true;
}                                                            

3 个答案:

答案 0 :(得分:2)

你错过了你的代码是个棘手的问题。一个体应该是setDynamic为true。

体佩> setDynamic(真);

喝彩!

答案 1 :(得分:1)

我只是在createRocket方法和setGravityEnable(false)中注释body2->setDynamic(false);;它现在有效。

void HelloWorld::createRocket(){
    rocket = Sprite::create("rocket.png");
    rocket->setPosition(Vec2(visibleSize.width/2 + origin.x,origin.y - 50));
    rocket->setTag(3);
    auto body2 = PhysicsBody::createBox(rocket->getContentSize());
    //body2->setDynamic(false);
    body2->setTag(3);
    body2->setGravityEnable(false);
    body2->setCollisionBitmask(3);
    body2->setContactTestBitmask(true);
    rocket->setPhysicsBody(body2);

    this->addChild(rocket, 1);

}

答案 2 :(得分:0)

嗯,事实证明这有点难看。

body3->setContactTestBitmask(true);

此方法的参数是位掩码而不是'true'/'false'字段,因此您的'true'掩码被视为1,而您的body掩码为2.解决方案是:

body3->setCategoryBitmask(1);
body3->setCollisionBitmask(3);
body3->setContactTestBitmask(1);

body2->setCategoryBitmask(3);
body2->setCollisionBitmask(1);
body2->setContactTestBitmask(1);