对于不规则的精灵我们可以借助PhysicsEditor来制作shape ,

对于地图可以使用Tiled软件制作瓷砖地图。

今天主要记录一下如何把CCSprite与不规则刚体进行绑定,然后一起移动

//初始化玩家

1.加载shape文件,在init方法中添加:

//加载shape文件
[[GB2ShapeCache sharedShapeCache] addShapesWithFile:@"physicShape.plist"];

.plist文件内容大体如下:

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <!-- created with http://www.physicseditor.de --> <plist version="1.0">
<dict>
<key>metadata</key>
<dict>
<key>format</key>
<integer>1</integer>
<key>ptm_ratio</key>
<real>32</real>
</dict>
<key>bodies</key>
<dict> <key>Player1</key>
<dict>
<key>anchorpoint</key>
<string>{ 0.0000,0.0000 }</string>
<key>fixtures</key>
<array> <dict>
<key>density</key> <real>2</real>
<key>friction</key> <real>0</real>
<key>restitution</key> <real>0</real>
<key>filter_categoryBits</key> <integer>1</integer>
<key>filter_groupIndex</key> <integer>0</integer>
<key>filter_maskBits</key> <integer>65535</integer>
<key>isSensor</key> <false/>
<key>id</key> <string></string>
<key>fixture_type</key> <string>POLYGON</string> <key>polygons</key>
<array>
<array>
<string>{ 1.000,0.000 }</string>
<string>{ 32.000,0.000 }</string>
<string>{ 27.000,32.000 }</string>
<string>{ 7.000,32.000 }</string>
</array>
</array>
</dict>
</array>
</dict>
<key>RetroCoin</key>
<dict>
<key>anchorpoint</key>
<string>{ 0.0000,0.0000 }</string>
<key>fixtures</key>
<array> <dict>
<key>density</key> <real>2</real>
<key>friction</key> <real>0</real>
<key>restitution</key> <real>0</real>
<key>filter_categoryBits</key> <integer>1</integer>
<key>filter_groupIndex</key> <integer>0</integer>
<key>filter_maskBits</key> <integer>65535</integer>
<key>isSensor</key> <false/>
<key>id</key> <string></string>
<key>fixture_type</key> <string>POLYGON</string> <key>polygons</key>
<array>
<array>
<string>{ 4.000,3.000 }</string>
<string>{ 17.000,0.000 }</string>
<string>{ 28.000,3.000 }</string>
<string>{ 28.000,28.000 }</string>
<string>{ 16.000,32.000 }</string>
<string>{ 4.000,28.000 }</string>
</array>
</array>
</dict>
</array>
</dict>
</dict>
</dict>
</plist>

2.初始化精灵和刚体及夹具

#pragma mark 初始化玩家
-(void)initPlayer{
//创建对象层 获得对象的产生点
CCTMXObjectGroup *objects=[_gameMap objectGroupNamed:@"objects"];
NSMutableDictionary *spawnPoint=[objects objectNamed:@"StartPoint"];
//获得出生点坐标
float x=[[spawnPoint valueForKey:@"x"] floatValue];
float y=[[spawnPoint valueForKey:@"y"] floatValue];
_player=[CCSprite spriteWithFile:@"Player1.png"];
_player.position=ccp(x,y);
_player.anchorPoint=CGPointZero; //设置描点为0,0 否则与刚体不能重合
b2BodyDef playerBodyDef; //定义刚体结构体的定义
[self addChild:_player]; playerBodyDef.type=b2_dynamicBody;
playerBodyDef.fixedRotation=true; //不会旋转
playerBodyDef.position.Set(x/PTM_RATIO, y/PTM_RATIO); _playBody=world->CreateBody(&playerBodyDef);
_playBody->SetUserData(_player);
[[GB2ShapeCache sharedShapeCache] addFixturesToBody:_playBody forShapeName:@"Player1"]; //为刚体设置夹具 }

3.在update函数中添加更新位置方法

for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) {

        if (b->GetUserData() != NULL) {
CCSprite *sprite = (CCSprite *)b->GetUserData(); //获得精灵对象
if (sprite != nil) {
b2Vec2 bodyPos = b->GetPosition(); //获得刚体的位置
CGPoint pos = CGPointMake(bodyPos.x * PTM_RATIO, bodyPos.y * PTM_RATIO); //变换为坐标
float32 rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
sprite.position = pos;
sprite.rotation = rotation;
}
}
}

效果图:

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