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cocos android-1,Cocos2D-Android-1之源码详解:5.Box2dTest

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Cocos2D-Android-1之源碼詳解:5.Box2dTest

發布時間:2020-08-06 06:19:28

來源:51CTO

閱讀:398

作者:abab99

package org.cocos2d.tests;

import java.util.Iterator;

import org.cocos2d.actions.UpdateCallback;

import org.cocos2d.config.ccMacros;

import org.cocos2d.events.CCTouchDispatcher;

import org.cocos2d.layers.CCLayer;

import org.cocos2d.layers.CCScene;

import org.cocos2d.nodes.CCDirector;

import org.cocos2d.nodes.CCLabel;

import org.cocos2d.nodes.CCSprite;

import org.cocos2d.nodes.CCSpriteSheet;

import org.cocos2d.opengl.CCGLSurfaceView;

import org.cocos2d.types.CGPoint;

import org.cocos2d.types.CGRect;

import org.cocos2d.types.CGSize;

import org.cocos2d.types.ccColor3B;

import android.app.Activity;

import android.os.Bundle;

import android.view.MotionEvent;

import android.view.Window;

import android.view.WindowManager;

import com.badlogic.gdx.math.Vector2;

import com.badlogic.gdx.physics.box2d.Body;

import com.badlogic.gdx.physics.box2d.BodyDef;

import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;

import com.badlogic.gdx.physics.box2d.EdgeShape;

import com.badlogic.gdx.physics.box2d.FixtureDef;

import com.badlogic.gdx.physics.box2d.PolygonShape;

import com.badlogic.gdx.physics.box2d.World;

/**

* A test that demonstrates basic JBox2D integration by using AtlasSprites connected to physics bodies.

*

*

* This implementation is based on the original Box2DTest (from cocos2d-iphone) but using the JBox2D

* library and adjusting for differences with the new API as well as some differences in sensitivity

* (and such) that were observed when testing on the Android platform.

*

* @author Ray Cardillo

*/

// Box2dTest, there is a downloadable demo here:

// ? http://code.google.com/p/cocos2d-android-1/downloads/detail?name=cocos2d%20%20and%20jbox2d.3gp&can=2&q=#makechanges

//

public class Box2dTest extends Activity {//物理盒子系統

// private static final String LOG_TAG = JBox2DTest.class.getSimpleName();

static {

System.loadLibrary("gdx");//加載一個gdx庫

}

private CCGLSurfaceView mGLSurfaceView;//創建一個view

@Override

protected void onCreate(Bundle savedInstanceState) {

super.onCreate(savedInstanceState);

requestWindowFeature(Window.FEATURE_NO_TITLE);//無標題

getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,

WindowManager.LayoutParams.FLAG_FULLSCREEN);//全屏

getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON,

WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);//不黑屏

mGLSurfaceView = new CCGLSurfaceView(this);//生成view,并關聯上下文到導演

CCDirector director = CCDirector.sharedDirector();//生成得到導演(唯一)

director.attachInView(mGLSurfaceView);//把view交給導演的list

director.setDeviceOrientation(CCDirector.kCCDeviceOrientationLandscapeLeft);//橫屏

setContentView(mGLSurfaceView);//把view映射刀屏幕

// show FPS

CCDirector.sharedDirector().setDisplayFPS(true);//顯示幀頻率

// frames per second

CCDirector.sharedDirector().setAnimationInterval(1.0f / 60.0f);//幀速

CCScene scene = CCScene.node();//得到一個場景

scene.addChild(new Box2DTestLayer());//把一個box的圖層添加到場景里

// Make the Scene active

CCDirector.sharedDirector().runWithScene(scene);//讓導演運行這個場景,運行到剛才的view中

}

@Override

public void onStart() {//開始方法

super.onStart();

}

@Override

public void onPause() {//暫停方法

super.onPause();

CCDirector.sharedDirector().onPause();

}

@Override

public void onResume() {

super.onResume();

CCDirector.sharedDirector().onResume();

}

@Override

public void onDestroy() {//銷毀方法

super.onDestroy();

CCDirector.sharedDirector().end();

//CCTextureCache.sharedTextureCache().removeAllTextures();

}

//

// Demo of calling integrating Box2D physics engine with cocos2d sprites

// a cocos2d example

// http://code.google.com/p/cocos2d-iphone

//

// by Steve Oldmeadow

//

static class Box2DTestLayer extends CCLayer {//以下是這個方法生成的方法

public static final int kTagTileMap = 1;

public static final int kTagSpriteManager = 1;

public static final int kTagAnimation1 = 1;

// Pixel to meters ratio. Box2D uses meters as the unit for measurement.

// This ratio defines how many pixels correspond to 1 Box2D "meter"

// Box2D is optimized for objects of 1x1 meter therefore it makes sense

// to define the ratio so that your most common object type is 1x1 meter.

protected static final float PTM_RATIO = 32.0f;

// Simulation space should be larger than window per Box2D recommendation.

protected static final float BUFFER = 1.0f;

//FPS for the PhysicsWorld to sync to

protected static final float FPS = (float)CCDirector.sharedDirector().getAnimationInterval();//得到整個動畫的幀頻率

private static float rdelta = 0;

protected final World bxWorld;//生成一個世界的引用..

public Box2DTestLayer() {//構造方法

super();

this.setIsTouchEnabled(true);//可以點擊

this.setIsAccelerometerEnabled(true);//啟用設置加速,加速控制器可以啟動

CGSize s = CCDirector.sharedDirector().winSize();//得到屏幕的大小引用

// Define the gravity vector.

Vector2 gravity = new Vector2(9.8f, -9.8f);//定義一個二維向量

float scaledWidth = s.width/PTM_RATIO;//縮放寬

float scaledHeight = s.height/PTM_RATIO;//縮放高

// ? ? ? ?Vector2 lower = new Vector2(-BUFFER, -BUFFER);//更小

// ? ? ? ?Vector2 upper = new Vector2(scaledWidth+BUFFER, scaledHeight+BUFFER);//更大

bxWorld = new World(gravity, true);//新建并設置這個世界的重力向量

bxWorld.setContinuousPhysics(true);//連續物理可用

// Define the ground body.

BodyDef bxGroundBodyDef = new BodyDef();//定義地面身體

bxGroundBodyDef.position.set(0.0f, 0.0f);//身體的位置

// 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.

Body groundBody = bxWorld.createBody(bxGroundBodyDef);//將身體添加到世界

// Define the ground box shape.

EdgeShape groundBox = new EdgeShape();//定義一個形狀

Vector2 bottomLeft = new Vector2(0f,0f);//定義4個2維向量

Vector2 topLeft = new Vector2(0f,scaledHeight);

Vector2 topRight = new Vector2(scaledWidth,scaledHeight);

Vector2 bottomRight = new Vector2(scaledWidth,0f);

// bottom

groundBox.set( bottomLeft, bottomRight );//設置一條線

groundBody.createFixture(groundBox,0);//把這條線作為物理盒子的邊界

// top

groundBox.set( topLeft, topRight );//同理

groundBody.createFixture(groundBox,0);

// left

groundBox.set( topLeft, bottomLeft );

groundBody.createFixture(groundBox,0);

// right

groundBox.set( topRight, bottomRight );

groundBody.createFixture(groundBox,0);

//Set up sprite

CCSpriteSheet mgr = CCSpriteSheet.spriteSheet("blocks.png", 150);

//建立一個圖像表單,用來拆分出小塊

addChild(mgr, 0, kTagSpriteManager);//表單添加進去,順序0,把標簽號定為1

addNewSpriteWithCoords(CGPoint.ccp(s.width / 2.0f, s.height / 2.0f));

//上面是一個方法下面解釋

CCLabel label = CCLabel.makeLabel("Tap screen", "DroidSans", 32);//創建一個標記

label.setPosition(CGPoint.make(s.width / 2f, s.height - 50f));//設置坐標

label.setColor(new ccColor3B(0, 0, 255));//設置顏色

addChild(label);

}

private UpdateCallback tickCallback = new UpdateCallback() {//創建一個時間返回

@Override

public void update(float d) {//時間更新

tick(d);

}

};

@Override

public void onEnter() {

super.onEnter();

// start ticking (for physics simulation)

schedule(tickCallback);

}

@Override

public void onExit() {

super.onExit();

// stop ticking (for physics simulation)

unschedule(tickCallback);

}

private void addNewSpriteWithCoords(CGPoint pos) {

CCSpriteSheet sheet = (CCSpriteSheet) getChildByTag(kTagSpriteManager);//得到一個表格

//We have a 64x64 sprite sheet with 4 different 32x32 p_w_picpaths. ?The following code is

//just randomly picking one of the p_w_picpaths

int idx = (ccMacros.CCRANDOM_0_1() > .5 ? 0:1);//定義一個隨機數。得到1/0

int idy = (ccMacros.CCRANDOM_0_1() > .5 ? 0:1);

// ? ?CCSprite sprite = CCSprite.sprite("blocks.png", CGRect.make(32 * idx,32 * idy,32,32));//生成一個精靈。用那個圖片,截取公式位置的圖像

// ? ?this.addChild(sprite);//添加精靈

CCSprite sprite = CCSprite.sprite(sheet, CGRect.make(32 * idx,32 * idy,32,32));//生成精靈,用剛才的那個圖集,截取某塊

sheet.addChild(sprite);//添加子類

sprite.setPosition(pos); ?//設置點

// Define the dynamic body.

//Set up a 1m squared box in the physics world

BodyDef bodyDef = new BodyDef();//新建一個剛體

bodyDef.type = BodyType.DynamicBody;//設置為類型3動態剛體

bodyDef.position.set(pos.x/PTM_RATIO, pos.y/PTM_RATIO);//設置身體位置

// Define another box shape for our dynamic body.

PolygonShape dynamicBox = new PolygonShape();//新建多邊形

dynamicBox.setAsBox(.5f, .5f);//These are mid points for our 1m box

//作為一個盒子時的頂點0.5,0.5

// ? ?dynamicBox.density = 1.0f;

// ? ? ? ? ? ?dynamicBox.friction = 0.3f;

synchronized (bxWorld) {//線程鎖

// Define the dynamic body fixture and set mass so it's dynamic.

Body body = bxWorld.createBody(bodyDef);//在世界內創建這個剛體

body.setUserData(sprite);//使用這個數據精靈

FixtureDef fixtureDef = new FixtureDef();//固定的東西

fixtureDef.shape = dynamicBox;

fixtureDef.density = 1.0f;//密度

fixtureDef.friction = 0.3f;//摩擦系數

body.createFixture(fixtureDef);//把這些固定參數給這個物體

}

}

public synchronized void tick(float delta) {//時間類

if ((rdelta += delta) < FPS) return;//計算得不用快過幀..

// It is recommended that a fixed time step is used with Box2D for stability

// of the simulation, however, we are using a variable time step here.

// You need to make an informed choice, the following URL is useful

// http://gafferongames.com/game-physics/fix-your-timestep/

// Instruct the world to perform a simulation step. It is

// generally best to keep the time step and iterations fixed.

synchronized (bxWorld) {

bxWorld.step(FPS, 8, 1);//計算的速度

}

rdelta = 0;//累計時間

// Iterate over the bodies in the physics world

Iterator

it = bxWorld.getBodies();//新建迭代器得到世界的剛體集合

while(it.hasNext()) {

Body b = it.next();//得到剛體

Object userData = b.getUserData();//剛體的數據

if (userData != null && userData instanceof CCSprite) {

//如果數據不為空,且是個精靈的實例而

//Synchronize the Sprites position and rotation with the corresponding body

final CCSprite sprite = (CCSprite)userData;//得到這個圖像

final Vector2 pos = b.getPosition();//得到這個剛體的點

sprite.setPosition(pos.x * PTM_RATIO, pos.y * PTM_RATIO);

//設置點

sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle()));//設置弧度

}

}

}

@Override

public boolean ccTouchesBegan(MotionEvent event) {//觸屏事件

CGPoint location = CCDirector.sharedDirector()

.convertToGL(CGPoint.make(event.getX(), event.getY()));//得到點

addNewSpriteWithCoords(location);//添加一個物品在那個點

return CCTouchDispatcher.kEventHandled;//返回數據

}

static float prevX=0, prevY=0;

Vector2 gravity = new Vector2();//定義2維數組

@Override

public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) {//當加速傳感器有感覺了

//#define kFilterFactor 0.05f

float kFilterFactor ?= 1.0f;// don't use filter. the code is here just as an example

float accX = (float) accelX * kFilterFactor + (1- kFilterFactor)* prevX;//x方向

float accY = (float) accelY * kFilterFactor + (1- kFilterFactor)* prevY;//y方向

prevX = accX;

prevY = accY;

// no filtering being done in this demo (just magnify the gravity a bit)

gravity.set( accY * 9.8f, accX * -9.8f );//得到重力的向量

bxWorld.setGravity( gravity );//給世界設置重力向量

}

}

}

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