使用Physics_Body_Editor获得json文件的类
【转自】:http://www.cocoachina.com/bbs/read.php?tid=209290
工具介绍,json文件获得方法,请参考原帖
MyBodyParser.h
1 // 2 // MyBodyParser.h 3 // 4 // Created by Jason Xu. 5 // 6 // 7 8 #pragma once 9 10 #include <string> 11 #include "cocos2d.h" 12 USING_NS_CC; 13 #include "json/document.h" 14 15 class MyBodyParser { 16 MyBodyParser(){} 17 rapidjson::Document doc; 18 public: 19 static MyBodyParser* getInstance(); 20 bool parseJsonFile(const std::string& pFile); 21 bool parse(unsigned char* buffer, long length); 22 void clearCache(); 23 PhysicsBody* bodyFormJson(Node* pNode, const std::string& name); 24 };
MyBodyParser.cpp
1 // 2 // MyBodyParser.cpp 3 // 4 // Created by Jason Xu. 5 // 6 // 7 8 #include "MyBodyParser.h" 9 10 MyBodyParser* MyBodyParser::getInstance() 11 { 12 static MyBodyParser* sg_ptr = nullptr; 13 if (nullptr == sg_ptr) 14 { 15 sg_ptr = new MyBodyParser; 16 } 17 return sg_ptr; 18 } 19 20 bool MyBodyParser::parse(unsigned char *buffer, long length) 21 { 22 bool result = false; 23 std::string js((const char*)buffer, length); 24 doc.Parse<0>(js.c_str()); 25 if(!doc.HasParseError()) 26 { 27 result = true; 28 } 29 return result; 30 } 31 32 void MyBodyParser::clearCache() 33 { 34 doc.SetNull(); 35 } 36 37 bool MyBodyParser::parseJsonFile(const std::string& pFile) 38 { 39 auto content = FileUtils::getInstance()->getDataFromFile(pFile); 40 bool result = parse(content.getBytes(), content.getSize()); 41 return result; 42 } 43 44 //从json文件加载正确的body 45 PhysicsBody* MyBodyParser::bodyFormJson(cocos2d::Node *pNode, const std::string& name) 46 { 47 PhysicsBody* body = nullptr; 48 rapidjson::Value &bodies = doc["rigidBodies"]; 49 if (bodies.IsArray()) 50 { 51 //遍历文件中的所有body 52 for (int i=0; i<bodies.Size(); ++i) 53 { 54 //找到了请求的那一个 55 if (0 == strcmp(name.c_str(), bodies[i]["name"].GetString())) 56 { 57 rapidjson::Value &bd = bodies[i]; 58 if (bd.IsObject()) 59 { 60 //创建一个PhysicsBody, 并且根据node的大小来设置 61 body = PhysicsBody::create(); 62 float width = pNode->getContentSize().width; 63 float offx = - pNode->getAnchorPoint().x*pNode->getContentSize().width; 64 float offy = - pNode->getAnchorPoint().y*pNode->getContentSize().height; 65 66 Point origin( bd["origin"]["x"].GetDouble(), bd["origin"]["y"].GetDouble()); 67 rapidjson::Value &polygons = bd["polygons"]; 68 for (int i = 0; i<polygons.Size(); ++i) 69 { 70 int pcount = polygons[i].Size(); 71 Point* points = new Point[pcount]; 72 for (int pi = 0; pi<pcount; ++pi) 73 { 74 points[pi].x = offx + width * polygons[i][pcount-1-pi]["x"].GetDouble(); 75 points[pi].y = offy + width * polygons[i][pcount-1-pi]["y"].GetDouble(); 76 } 77 body->addShape(PhysicsShapePolygon::create(points, pcount, PHYSICSBODY_MATERIAL_DEFAULT)); 78 delete [] points; 79 } 80 } 81 else 82 { 83 CCLOG("body: %s not found!", name.c_str()); 84 } 85 break; 86 } 87 } 88 } 89 return body; 90 }
HelloWorldScene.cpp (测试cpp)
1 #include "HelloWorldScene.h" 2 #include "MyBodyParser.h" 3 USING_NS_CC; 4 5 Scene* HelloWorld::createScene() 6 { 7 // ‘scene‘ is an autorelease object 8 auto scene = Scene::createWithPhysics(); 9 10 //enable debug draw 11 scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); 12 13 // ‘layer‘ is an autorelease object 14 auto layer = HelloWorld::create(); 15 16 // add layer as a child to scene 17 scene->addChild(layer); 18 19 // return the scene 20 return scene; 21 } 22 23 // on "init" you need to initialize your instance 24 bool HelloWorld::init() 25 { 26 ////////////////////////////// 27 // 1. super init first 28 if ( !Layer::init() ) 29 { 30 return false; 31 } 32 33 Size visibleSize = Director::getInstance()->getVisibleSize(); 34 Point origin = Director::getInstance()->getVisibleOrigin(); 35 36 ///////////////////////////// 37 // 2. add a menu item with "X" image, which is clicked to quit the program 38 // you may modify it. 39 40 // add a "close" icon to exit the progress. it‘s an autorelease object 41 auto closeItem = MenuItemImage::create( 42 "CloseNormal.png", 43 "CloseSelected.png", 44 CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); 45 46 closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , 47 origin.y + closeItem->getContentSize().height/2)); 48 49 // create menu, it‘s an autorelease object 50 auto menu = Menu::create(closeItem, NULL); 51 menu->setPosition(Point::ZERO); 52 this->addChild(menu, 1); 53 54 ///////////////////////////// 55 // 3. add your codes below... 56 57 // add a label shows "Hello World" 58 // create and initialize a label 59 60 auto label = LabelTTF::create("Physics Body Loader Demo", "Arial", 24); 61 62 // position the label on the center of the screen 63 label->setPosition(Point(origin.x + visibleSize.width/2, 64 origin.y + visibleSize.height - label->getContentSize().height)); 65 66 // add the label as a child to this layer 67 this->addChild(label, 1); 68 69 status_label = LabelTTF::create("Touch anywhere!", "Arial", 36); 70 status_label->setPosition(Point(origin.x + visibleSize.width/2, 1.2*status_label->getContentSize().height)); 71 this->addChild(status_label); 72 73 // add "2dx.png" 74 sp_2dx = Sprite::create("2dx.png"); 75 76 // position the sprite on the center of the screen 77 sp_2dx->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); 78 79 //load 80 MyBodyParser::getInstance()->parseJsonFile("bodies.json"); 81 82 //bind physicsbody to sprite 83 auto _body = MyBodyParser::getInstance()->bodyFormJson(sp_2dx, "2dx"); 84 if (_body != nullptr) { 85 _body->setDynamic(false); //set it static body. 86 _body->setCollisionBitmask(0x000000); //don‘t collision with anybody. 87 sp_2dx->setPhysicsBody(_body); 88 } 89 90 // add the sprite as a child to this layer 91 this->addChild(sp_2dx, 0); 92 93 //add touchListener 94 auto touchListener = EventListenerTouchOneByOne::create(); 95 touchListener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this); 96 touchListener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this); 97 touchListener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this); 98 _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); 99 100 return true; 101 } 102 103 Node* HelloWorld::nodeUnderTouch(cocos2d::Touch *touch) 104 { 105 Node* node = nullptr; 106 //转换到layer内的坐标 107 auto location = this->convertTouchToNodeSpace(touch); 108 //得到当前点下方的物理shapes 109 auto scene = Director::getInstance()->getRunningScene(); 110 auto arr = scene->getPhysicsWorld()->getShapes(location); 111 112 //遍历当前点击到的所有shapes, 看看有没有我们的2dx! 113 for (auto& obj : arr) 114 { 115 //find it 116 if ( obj->getBody()->getNode() == sp_2dx) 117 { 118 node = obj->getBody()->getNode(); 119 break; 120 } 121 } 122 return node; 123 } 124 125 bool HelloWorld::onTouchBegan(Touch* touch, Event* event) 126 { 127 auto current_node = nodeUnderTouch(touch); 128 129 //get it! 130 if (current_node == sp_2dx) 131 { 132 status_label->setColor(Color3B::GREEN); 133 status_label->setString("Ohoo, U catch me!"); 134 } 135 else 136 { 137 status_label->setColor(Color3B::RED); 138 status_label->setString("Haha, touch outside!"); 139 } 140 141 return true; 142 } 143 144 void HelloWorld::onTouchMoved(Touch* touch, Event* event) 145 { 146 } 147 148 void HelloWorld::onTouchEnded(Touch* touch, Event* event) 149 { 150 status_label->setColor(Color3B::WHITE); 151 status_label->setString("Touch anywhere!"); 152 } 153 154 void HelloWorld::menuCloseCallback(Ref* pSender) 155 { 156 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) 157 MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); 158 return; 159 #endif 160 161 Director::getInstance()->end(); 162 163 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) 164 exit(0); 165 #endif 166 }
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