这个是《Cocos2d-X by Example Beginner's Guide》上的第一个例子,我稍微重构了下代码。是一个简单的IPad上的双人游戏,把球射入对方的球门就得分了。固然我这是在Windows上的截图,用鼠标模拟手指的触摸。这游戏作的还不行,最大速度不能控制,很容易乱窜,但做为一个简单的入门游戏还不错。app
我建了一个Player的类,就是上图中的两个白色能够触摸移动的物体。须要继承CCTargetedTouchDelegate,而后主要重写ccTouchBegan,ccTouchMoved,ccTouchEnded 3个方法。ide
#ifndef _PLAYER_H_ #define _PLAYER_H_ #include "cocos2d.h" USING_NS_CC; class Player : public CCSprite, public CCTargetedTouchDelegate//1. need inherit CCTargetedTouchDelegate { public: Player(void); virtual ~Player(void); /** 2.Overwrite some virtual function @{ */ virtual void onEnter(); virtual void onExit(); virtual bool ccTouchBegan(CCTouch* touch, CCEvent* event); virtual void ccTouchMoved(CCTouch* touch, CCEvent* event); virtual void ccTouchEnded(CCTouch* touch, CCEvent* event); virtual void touchDelegateRetain(); virtual void touchDelegateRelease(); /** @} */ }; #endif
在ccTouchMoved里主要限制了白色物体的范围。还有是设置了向量,等碰撞的时候用。ui
void Player::ccTouchMoved(CCTouch* touch, CCEvent* event) { CCAssert(m_state == kPlayerStateGrabbed, "Player - Unexpected state!"); CCSize screenSize = CCDirector::sharedDirector()->getWinSize(); CCPoint tap = touch->getLocation(); CCPoint nextPosition = tap; //keep player in court nextPosition = ccp(max(nextPosition.x, radius()), max(nextPosition.y, radius())); nextPosition = ccp(min(nextPosition.x, screenSize.width - radius()) , min(nextPosition.y, screenSize.height - radius())); //keep player in its area if (getPositionY() < screenSize.height * 0.5f) { nextPosition.y = min(nextPosition.y, screenSize.height / 2 - radius()); } else { nextPosition.y = max(nextPosition.y, screenSize.height / 2 + radius()); } setNextPosition(nextPosition); setVector(ccp(tap.x - getPositionX(), tap.y - getPositionY())); //setPosition(nextPosition); }
这游戏没有用到物理引擎,球与桌面的摩擦,就是简单地把球的向量乘以0.98,这样物体最终看起来就中止了。很是的简单。spa
这块多是最难的部分,首先仍是看最简单的碰撞。code
仔细看上面那动态图,球碰到左右边的时候,其实它在Y轴上的速度方向是不变的,只是在X轴上的速度方向变负了。继承
void Ball::collisionWithSides(){ if(_nextPosition.x < radius()){ _nextPosition.x = radius(); setVector(ccp(getVector().x * -0.8, getVector().y)) ;//when collision with left and right side,the x direction will change //and every hits will slow down the ball, so x * -0.8 //SimpleAudioEngine::sharedEngine()->playEffect("hit.wav"); } if (_nextPosition.x > _screenSize.width - radius()) { _nextPosition.x = _screenSize.width - radius(); setVector(ccp(getVector().x * -0.8, getVector().y)) ; //SimpleAudioEngine::sharedEngine()->playEffect("hit.wav"); } }
代码中的x * -0.8就是这样的效果。方向变反,速度变慢。游戏
球与上下边的碰撞也是一样的道理,在Y轴上的速度方向变反,变慢。X轴上不变,固然还要考虑这是在不进球的状况下。事件
void Ball::collisionWithTop(){ if (_nextPosition.y > _screenSize.height - radius()) { if (getPosition().x < _screenSize.width * 0.5f - GOAL_WIDTH * 0.5f || getPosition().x > _screenSize.width * 0.5f + GOAL_WIDTH * 0.5f) { _nextPosition.y = _screenSize.height - radius(); setVector(ccp(getVector().x , getVector().y * -0.8)) ;//when collision with top or bottom side,the y direction will change //and every hits will slow down the ball, so y * -0.8 //SimpleAudioEngine::sharedEngine()->playEffect("hit.wav"); } } }
何时两个球会碰撞?get
这仍是简单的就是两个球之间的距离小于两个球的半径相加。数学
碰撞后红球的方向是什么?
两个球碰撞后,红球移动的方向其实就是红球和白球圆点之间的连线。
碰撞后红球移动的速度?
首先为了尽量地跟真实状况相同,碰撞后红球移动的速度应该跟原来红球的速度和白球移动的速度都有关。
讲了这么多,下面的代码应该能够理解了,数学万岁!
void Ball::collisionWithPlayer(Player* player){ float squared_radii = pow(player->radius() + radius(), 2); CCPoint playerNextPosition = player->getNextPosition(); CCPoint playerVector = player->getVector(); CCPoint ballVector = getVector(); float diffx = _nextPosition.x - player->getPositionX(); float diffy = _nextPosition.y - player->getPositionY(); float distance1 = pow(diffx, 2) + pow(diffy, 2);// (x1 - x2)2 + (y1 - y2)2 if (distance1 <= squared_radii) {// a collision happen float mag_ball = pow(ballVector.x, 2) + pow(ballVector.y, 2); float mag_player = pow (playerVector.x, 2) + pow (playerVector.y, 2); float force = sqrt(mag_ball + mag_player); float angle = atan2(diffy, diffx); setVector(ccp(force * cos(angle), force * sin(angle))); //SimpleAudioEngine::sharedEngine()->playEffect("hit.wav"); } }
注:这项目是基于cocos2d-x 2.1.3。