level 7
liuxijob
楼主
当两个物体接触到两个物体分离过程中,会发生一些事件,我们可以通过注册监听器EventListenerPhysicsContact来响应这些事件。
首先看一下看HelloWorldScene.h文件,它的代码如下:
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#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
USING_NS_CC;
class HelloWorld : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
virtual bool onTouchBegan(cocos2dhttp://beijing.liebiao.com/zhuangxiu/138802077.html::Touch* touch, cocos2d::Event* event);
virtual void onEnter();
virtual void onExit();
CREATE_FUNC(HelloWorld);
void addNewSpriteAtPosition(Vec2 p);
};
#endif // __HELLOWORLD_SCENE_H__
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
USING_NS_CC;
class HelloWorld : public cocos2d::Layerhttp://sjbbs.zol.com.cn/11/11_108245.html
{http://www.yzw.cc/space/blog/286516.html
public:
static cocos2d::Scene* createScene();
virtual bool init();
virtual bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
virtual void onEnter();
virtual void onExit();
CREATE_FUNC(HelloWorld);
void addNewSpriteAtPosition(Vec2 p);
};
#endif // __HELLOWORLD_SCENE_H__
上述浙江联通时代畅想张海波的日志上说的代码声明了onEnter和onExit函数,用来处理层进入和退出回调函数。我们会在onEnter函数注册EventListenerPhysicsContact监听器,以便于响应碰撞检测事件,在onExit函数中注销这些监听器。
HelloWorldScene.cpp中创建物理世界和指定世界的边界语句是在HelloWorld::createScene()和HelloWorld::init()函数中,这两个函数类似于上一节的HelloPhysicsWorld实例,这里不再解释这些函数代码了。
HelloWorldScene.cpp中与碰撞检测相关的代码是在onEnter和onExit函数中,代码如下:
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在CODE上查看代码片
派生到我的代码片
void HelloWorld::onEnter()
{
Layer::onEnter();
auto listener = EventListenerPhysicsContact::create();
listener->onContactBegin = [](PhysicsContact& contact) ①
{
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode(); ②
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode(); ③
if (spriteA && spriteA->getTag() == 1
&& spriteB && spriteB->getTag() == 1) ④
{
spriteA->setColor(Color3B::YELLOW);
spriteB->setColor(Color3B::YELLOW);
}
log("onContactBegin");
return true;
};
listener->onContactPreSolve = [] (PhysicsContact& contact,
PhysicsContactPreSolve& solve) { ⑤
log("onContactPreSolve");
return true;
};
listener->onContactPostSolve = [] (PhysicsContact& contact,
const PhysicsContactPostSolve& solve) ⑥
log("onContactPostSolve");
};
listener->onContactSeperate = [](PhysicsContact& contact) { ⑦
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode();
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode();
if (spriteA && spriteA->getTag() == 1
&& spriteB && spriteB->getTag() == 1)
{
spriteA->setColor(Color3B::WHITE);
spriteB->setColor(Color3B::WHITE);
}
log("onContactSeperate");
};
Director::getInstance()->getEventDispatcher()->
addEventListenerWithFixedPriority(listener,1); ⑧
}
void HelloWorld::onExit()
{
Layer::onExit();
log("HelloWorld onExit");
Director::getInstance()->getEventDispatcher()->removeAllEventListeners(); ⑨
}
void HelloWorld::onEnter()
{
Layer::onEnter();
auto listener = EventListenerPhysicsContact::create();
listener->onContactBegin = [](PhysicsContact& contact) ①
{
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode(); ②
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode(); ③
if (spriteA && spriteA->getTag() == 1
&& spriteB && spriteB->getTag() == 1) ④
{
spriteA->setColor(Color3B::YELLOW);
spriteB->setColor(Color3B::YELLOW);
}
log("onContactBegin");
return true;
};
listener->onContactPreSolve = [] (PhysicsContact& contact,
PhysicsContactPreSolve& solve) { ⑤
log("onContactPreSolve");
return true;
};
listener->onContactPostSolve = [] (PhysicsContact& contact,
const PhysicsContactPostSolve& solve) ⑥
log("onContactPostSolve");
};
listener->onContactSeperate = [](PhysicsContact& contact) { ⑦
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode();
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode();
if (spriteA && spriteA->getTag() == 1
&& spriteB && spriteB->getTag() == 1)
{
spriteA->setColor(Color3B::WHITE);
spriteB->setColor(Color3B::WHITE);
}
log("onContactSeperate");
};
Director::getInstance()->getEventDispatcher()->
addEventListenerWithFixedPriority(listener,1); ⑧
}
void HelloWorld::onExit()
{
Layer::onExit();
log("HelloWorld onExit");
Director::getInstance()->getEventDispatcher()->removeAllEventListeners(http://bj.51tie.com/kuaicanwaimai/f17111152.shtml); ⑨
}
上述代码的onEnter()函数是进入场景时候回调的函数,我们可以在这里通过auto listener = EventListenerPhysicsContact::create()语句创建物体碰撞检测事件监听器对象。接下来通过第①、⑥、⑤、⑦行使用Lambda表达式定义了事件处理的匿名函数。
代码第②和第③行是从接触点中取出互相接触的两个节点对象,它的取值过程有点复杂,首先接触点使用getShapeA()和getShapeB()函数获得物体形状,在通过形状的getBody()函数获得物体,通过物体的getNode()函数获得与形状相关的节点对象。第④行代码是进行判断,判断从接触点取出的节点对象是否存在,并且判断是否tag属性为1。
上面代码第⑧行addEventListenerWithFixedPriority是指定固定的事件优先级注册监听器,事件优先级决定事件响应的优先级别,值越小优先级越高。
代码第⑨行是在退出层回调函数onExit()中注销所有的监听事件。(浙江联通时代畅想张海波的日志)
2014年12月18日 06点12分
1
首先看一下看HelloWorldScene.h文件,它的代码如下:
[html] view plaincopyprint?
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
USING_NS_CC;
class HelloWorld : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
virtual bool onTouchBegan(cocos2dhttp://beijing.liebiao.com/zhuangxiu/138802077.html::Touch* touch, cocos2d::Event* event);
virtual void onEnter();
virtual void onExit();
CREATE_FUNC(HelloWorld);
void addNewSpriteAtPosition(Vec2 p);
};
#endif // __HELLOWORLD_SCENE_H__
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
USING_NS_CC;
class HelloWorld : public cocos2d::Layerhttp://sjbbs.zol.com.cn/11/11_108245.html
{http://www.yzw.cc/space/blog/286516.html
public:
static cocos2d::Scene* createScene();
virtual bool init();
virtual bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
virtual void onEnter();
virtual void onExit();
CREATE_FUNC(HelloWorld);
void addNewSpriteAtPosition(Vec2 p);
};
#endif // __HELLOWORLD_SCENE_H__
上述浙江联通时代畅想张海波的日志上说的代码声明了onEnter和onExit函数,用来处理层进入和退出回调函数。我们会在onEnter函数注册EventListenerPhysicsContact监听器,以便于响应碰撞检测事件,在onExit函数中注销这些监听器。
HelloWorldScene.cpp中创建物理世界和指定世界的边界语句是在HelloWorld::createScene()和HelloWorld::init()函数中,这两个函数类似于上一节的HelloPhysicsWorld实例,这里不再解释这些函数代码了。
HelloWorldScene.cpp中与碰撞检测相关的代码是在onEnter和onExit函数中,代码如下:
[html] view plaincopyprint?
在CODE上查看代码片
派生到我的代码片
void HelloWorld::onEnter()
{
Layer::onEnter();
auto listener = EventListenerPhysicsContact::create();
listener->onContactBegin = [](PhysicsContact& contact) ①
{
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode(); ②
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode(); ③
if (spriteA && spriteA->getTag() == 1
&& spriteB && spriteB->getTag() == 1) ④
{
spriteA->setColor(Color3B::YELLOW);
spriteB->setColor(Color3B::YELLOW);
}
log("onContactBegin");
return true;
};
listener->onContactPreSolve = [] (PhysicsContact& contact,
PhysicsContactPreSolve& solve) { ⑤
log("onContactPreSolve");
return true;
};
listener->onContactPostSolve = [] (PhysicsContact& contact,
const PhysicsContactPostSolve& solve) ⑥
log("onContactPostSolve");
};
listener->onContactSeperate = [](PhysicsContact& contact) { ⑦
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode();
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode();
if (spriteA && spriteA->getTag() == 1
&& spriteB && spriteB->getTag() == 1)
{
spriteA->setColor(Color3B::WHITE);
spriteB->setColor(Color3B::WHITE);
}
log("onContactSeperate");
};
Director::getInstance()->getEventDispatcher()->
addEventListenerWithFixedPriority(listener,1); ⑧
}
void HelloWorld::onExit()
{
Layer::onExit();
log("HelloWorld onExit");
Director::getInstance()->getEventDispatcher()->removeAllEventListeners(); ⑨
}
void HelloWorld::onEnter()
{
Layer::onEnter();
auto listener = EventListenerPhysicsContact::create();
listener->onContactBegin = [](PhysicsContact& contact) ①
{
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode(); ②
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode(); ③
if (spriteA && spriteA->getTag() == 1
&& spriteB && spriteB->getTag() == 1) ④
{
spriteA->setColor(Color3B::YELLOW);
spriteB->setColor(Color3B::YELLOW);
}
log("onContactBegin");
return true;
};
listener->onContactPreSolve = [] (PhysicsContact& contact,
PhysicsContactPreSolve& solve) { ⑤
log("onContactPreSolve");
return true;
};
listener->onContactPostSolve = [] (PhysicsContact& contact,
const PhysicsContactPostSolve& solve) ⑥
log("onContactPostSolve");
};
listener->onContactSeperate = [](PhysicsContact& contact) { ⑦
auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode();
auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode();
if (spriteA && spriteA->getTag() == 1
&& spriteB && spriteB->getTag() == 1)
{
spriteA->setColor(Color3B::WHITE);
spriteB->setColor(Color3B::WHITE);
}
log("onContactSeperate");
};
Director::getInstance()->getEventDispatcher()->
addEventListenerWithFixedPriority(listener,1); ⑧
}
void HelloWorld::onExit()
{
Layer::onExit();
log("HelloWorld onExit");
Director::getInstance()->getEventDispatcher()->removeAllEventListeners(http://bj.51tie.com/kuaicanwaimai/f17111152.shtml); ⑨
}
上述代码的onEnter()函数是进入场景时候回调的函数,我们可以在这里通过auto listener = EventListenerPhysicsContact::create()语句创建物体碰撞检测事件监听器对象。接下来通过第①、⑥、⑤、⑦行使用Lambda表达式定义了事件处理的匿名函数。
代码第②和第③行是从接触点中取出互相接触的两个节点对象,它的取值过程有点复杂,首先接触点使用getShapeA()和getShapeB()函数获得物体形状,在通过形状的getBody()函数获得物体,通过物体的getNode()函数获得与形状相关的节点对象。第④行代码是进行判断,判断从接触点取出的节点对象是否存在,并且判断是否tag属性为1。
上面代码第⑧行addEventListenerWithFixedPriority是指定固定的事件优先级注册监听器,事件优先级决定事件响应的优先级别,值越小优先级越高。
代码第⑨行是在退出层回调函数onExit()中注销所有的监听事件。(浙江联通时代畅想张海波的日志)