• [cocos2d-js]chipmunk例子(二)


    var TAG_SPRITE_BALL = 1;
    var TAG_SPRITE_USER = 2;
    var TAG_SPRITE_NPC = 3;
    var PTM_RATIO = 32;
    var GRABABLE_MASK_BIT = 1<<31;
    var NOT_GRABABLE_MASK = ~GRABABLE_MASK_BIT;
    
    var MainLayer = cc.Layer.extend({
        _ball:null,
        _man:null,
        _rpc:null,
        _leftGoal:null,
        _rightGoal:null,
        _leftPower:null,
        _rightPower:null,
        _time:0,
    
        space:null,
    
        ctor:function () {
            this._super();
            var size = cc.director.getWinSize();
    
    
    
    
            this._ball = new Ball();
            this._ball.x = size.width / 2;
            this._ball.y = size.height / 2;
            this.addChild(this._ball);
    
    
            // 左方向
            var btnLeft = cc.MenuItemImage.create(
                res.btn_left_up,
                res.btn_left_down,
                function () {
                    this._man.runLeft();
                }, this);
            btnLeft.x = 50;
    
            // 右方向
            var btnRight = cc.MenuItemImage.create(
                res.btn_right_up,
                res.btn_right_down,
                function () {
                    this._man.runRight();
                }, this);
            btnRight.x = 125;
    
            // power
            var btnPower = cc.MenuItemImage.create(
                res.btn_power_up,
                res.btn_power_down,
                function () {
                    this._man.power();
                }, this);
            btnPower.x = 250;
    
            // jump
            var btnJump = cc.MenuItemImage.create(
                res.btn_jump_up,
                res.btn_jump_down,
                function () {
                    this._man.jump();
                }, this);
            btnJump.x = 330;
    
            // kick
            var btnKick = cc.MenuItemImage.create(
                res.btn_kick_up,
                res.btn_kick_down,
                function () {
                    this._man.kick();
                }, this);
            btnKick.x = 420;
    
            // 暂停
            var btnPause = cc.MenuItemImage.create(
                "res/pause.png",
                "res/pause2.png",
                function () {
                    this.onStop();
                }, this);
            btnPause.x = size.width - 30;
            btnPause.y = size.height - 50;
    
            var menu = cc.Menu.create(btnLeft, btnRight, btnPower, btnJump, btnKick, btnPause);
            menu.x = 0;
            menu.y = 20;
            this.addChild(menu, 10);
    
    
    
    
    
            // 主角
            this._man = new Footballer_cn();
            this._man.flippedX = true;
            this._man.x = 150;
            this._man.y = 50;
            this._man.anchorX = 0.5;
            this._man.anchorY = 0;
            this.addChild(this._man,0,TAG_SPRITE_USER);
            this._npc = new Footballer_br();
            this._npc.x = size.width - 150;
            this._npc.y = 50;
            this._npc.anchorX = 0.5;
            this._npc.anchorY = 0;
            this.addChild(this._npc,0,TAG_SPRITE_NPC);
    
            // 球门
            this._leftGoal = new Goalpost(true);
            this._leftGoal.x = 0;
            this._leftGoal.y = 50;
            this._leftGoal.anchorX = 0;
            this._leftGoal.anchorY = 0;
            this.addChild(this._leftGoal);
    
            this._rightGoal = new Goalpost();
            this._rightGoal.x = size.width;
            this._rightGoal.y = 50;
            this._rightGoal.anchorX = 1;
            this._rightGoal.anchorY = 0;
            this.addChild(this._rightGoal);
    
    
    
            // power
            this._leftPower = new PowerProgress(size.width/2-15,size.height-20,1,0.5,this);
            this.addChild(this._leftPower, 10);
            this._rightPower = new PowerProgress(size.width/2+15,size.height-20,0,0.5,this);
            this.addChild(this._rightPower, 10);
    
    
    
            // 系统计划任务,即每帧调用update函数
            this.scheduleUpdate();
            // 自定义计划任务
            this.schedule(this.uiSchedule, 1);
    
            cc.sys.dumpRoot();
            cc.sys.garbageCollect();
    
            this.initChipmunk();
    
            return true;
        },
        onStop:function () {
            this._bStop = !this._bStop;
            if (this._bStop == true) {
                cc.director.pause();
            }
            else {
                cc.director.resume();
            }
        },
    
        update:function (dt) {
            this.space.step(dt);
        },
        uiSchedule:function () {
            this._time++;
            this._leftPower.showPower();
            this._rightPower.showPower();
        },
        initChipmunk:function() {
            this.space = new cp.Space();
            var sprite =  this.createPhysicsSprite( cc.p(cc.director.getWinSize().width/2 , cc.director.getWinSize().height-50) );
            this.addChild( sprite,100 );
    
            this.addWalls();
            this.space.gravity = cp.v(0, -100);
        },
        initPhysics:function() {
            var space = this.space ;
            var staticBody = space.staticBody;
            var winSize = cc.director.getWinSize();
    
            // Walls
            var walls = [ new cp.SegmentShape( staticBody, cp.v(0,0), cp.v(winSize.width,0), 0 ),                // bottom
                new cp.SegmentShape( staticBody, cp.v(0,winSize.height), cp.v(winSize.width,winSize.height), 0),    // top
                new cp.SegmentShape( staticBody, cp.v(0,0), cp.v(0,winSize.height), 0),                // left
                new cp.SegmentShape( staticBody, cp.v(winSize.width,0), cp.v(winSize.width,winSize.height), 0)    // right
            ];
            for( var i=0; i < walls.length; i++ ) {
                var shape = walls[i];
                shape.setElasticity(1);
                shape.setFriction(1);
                space.addStaticShape( shape );
            }
    
            // Gravity
            space.gravity = cp.v(0, -100);
        },
        addWalls:function() {
            // Walls
            var winSize = cc.director.getWinSize();
            var walls = [ new cp.SegmentShape( this.space.staticBody, cp.v(0,0), cp.v(winSize.width,0), 0 ),                // bottom
                new cp.SegmentShape( this.space.staticBody, cp.v(0,winSize.height), cp.v(winSize.width,winSize.height), 0),    // top
                new cp.SegmentShape( this.space.staticBody, cp.v(0,0), cp.v(0,winSize.height), 0),                // left
                new cp.SegmentShape( this.space.staticBody, cp.v(winSize.width,0), cp.v(winSize.width,winSize.height), 0)    // right
            ];
            for( var i=0; i < walls.length; i++ ) {
                var shape = walls[i];
                shape.setElasticity(0.8);
                shape.setFriction(0.1);
                this.space.addStaticShape( shape );
            }
        },
        createPhysicsSprite:function( pos ) {
    
            var radius = 20;
            var mass = 1;
    
            var body = new cp.Body(mass, cp.momentForCircle(mass, 0, radius,cp.v(0, 0)));
            body.setPos( pos );
            this.space.addBody( body );
            var shape = new cp.CircleShape(body, radius,cp.v(0, 0)); //new cp.BoxShape( body, 48, 108);
            shape.setElasticity( 1 );
            shape.setFriction( 0.1 );
    
            this.space.addShape( shape );
    
            var sprite = cc.PhysicsSprite.create(res.b_ball_01);
            sprite.setBody( body );
            return sprite;
        },
        setupDebugNode:function()
        {
            // debug only
            this._debugNode = cc.PhysicsDebugNode.create( this.space );
            this._debugNode.visible = false ;
            this.addChild( this._debugNode );
        }
    });
    
    var MainScene = cc.Scene.extend({
        onEnter:function () {
            this._super();
            this.addChild(new GameBackgroundLayer());
            this.addChild(new MainLayer());
        }
    });
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  • 原文地址:https://www.cnblogs.com/linn/p/3656818.html
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