本文參考于和。
于上面基于cocos2d-x 2.0不一样的地方,本本是基于cocos2d-x 3.0。
首先。当然是下载和安装cocos2d-x 3.0了,网址:。
其次,下载Box2d,网址:。
创建一个cocos2d的项目(怎么创建这里不重述了),添加Box2d库(直接拖到Libraries文件夹),在Build Settings->Search Paths->Head Search Paths中添加一项"$(SRCROOT)/$(PROJECT_NAME)/Libraries"。
假设能编译执行成功,说明你已经建好了一个空的基于cocos2d-x 3.0和Box2d的ios项目了。
新建一个ooc类HelloLay,这里须要注意亮点:
1.HelloLay必须继承于CCLayout。
2.HelloLay.m改名为HelloLay.mm。
具体代码请从下载,具体的解释请參照。
为了方面某些懒童鞋。以下把类HelloLay的.h文件和.mm文件贴出来。
HelloLay.h文件
//// HelloLayer.h// testBox2d//// Created by JiangHuifu on 14-5-28.// Copyright (c) 2014年 veger. All rights reserved.//#import "cocos2d.h"#import "cocos2d-ui.h"#import "CCLayout.h"#define PTM_RATIO 32.0@interface HelloLayer : CCLayout+(id)scene;@endHelloLay.mm文件
//// HelloLayer.m// testBox2d//// Created by JiangHuifu on 14-5-28.// Copyright (c) 2014年 veger. All rights reserved.//#import "HelloLayer.h"#import "Box2D.h"@interface HelloLayer(){ b2World* _world; b2Body* _body; CCSprite* _ball;}@property(nonatomic,strong) CCSprite* ball;@end@implementation HelloLayer@synthesize ball = _ball;+(id)scene{ CCScene* scene = [CCScene node]; HelloLayer* layer = [HelloLayer node]; [scene addChild:layer]; return scene;}-(id)init{ if (self = [super init]) { CGSize winSize = [[CCDirector sharedDirector] viewSize]; //Create sprite and add it to the layout _ball = [CCSprite spriteWithImageNamed:@"ball.png"]; _ball.scaleX = 52 / _ball.contentSize.width; _ball.scaleY = 52 / _ball.contentSize.height; _ball.position = ccp(100, 300); [self addChild:_ball]; //Create a world b2Vec2 gravity = b2Vec2(0.0f,-8.0f); _world = new b2World(gravity); //Create edges around the entire screen b2BodyDef groundBodyDef; groundBodyDef.position.Set(0, 0); b2Body* groundBody = _world->CreateBody(&groundBodyDef); b2EdgeShape groundEdge; b2FixtureDef boxShapeDef; boxShapeDef.shape = &groundEdge; //wall definitions groundEdge.Set(b2Vec2(0, 0), b2Vec2(winSize.width/PTM_RATIO, 0)); groundBody->CreateFixture(&boxShapeDef); groundEdge.Set(b2Vec2(0,0), b2Vec2(0, winSize.height/PTM_RATIO)); groundBody->CreateFixture(&boxShapeDef); groundEdge.Set(b2Vec2(0,winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO,winSize.height/PTM_RATIO)); groundBody->CreateFixture(&boxShapeDef); groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO,winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, 0)); groundBody->CreateFixture(&boxShapeDef); //Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = (__bridge void*)_ball; _body = _world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(tick:) interval:0.017]; [self schedule:@selector(kick) interval:5.0]; self.userInteractionEnabled = YES; } return self;}-(void)tick:(CCTime) dt{ _world->Step(dt, 10, 10); for (b2Body* b = _world->GetBodyList(); b; b=b->GetNext()) { CCSprite* ballData = (__bridge CCSprite*)b->GetUserData(); ballData.position = ccp(b->GetPosition().x*PTM_RATIO, b->GetPosition().y*PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); }}-(void)kick{ b2Vec2 force = b2Vec2(30, 30); _body->ApplyLinearImpulse(force, _body->GetPosition());}-(void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event{ b2Vec2 force = b2Vec2(-30,30); _body->ApplyLinearImpulse(force, _body->GetPosition());}-(void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event{ NSLog(@"touchEnded");}-(void)dealloc{ delete _world; _body = NULL; _world = NULL;}@end