Box2D练习:添加自定义皮肤

早上在网上看了好多资料,都不知道BOX2D要怎么样才能使用自定义皮肤,直到看到这个

Box2D for Flash and AS3: Bitmaps and Boxes

 的时候,我才恍然大悟,明白了什么神马叫做引擎,太高级啦。原来BOX2D本身不支持外部皮肤导入,并且他本身制作的不b2Body根本就不可见,所以要drawDebugView,这个也就是之前debugView的功能了,真实应用中new出来的显示实例只需要通过某种方法绑定到BOX2D里面对应的b2Body即可,然后在ENTER_FRAME时间中进行同步更新就可以了。

所以在我的例子中,我在stage上点击一下,会同时生成一个b2Body和一个Sprite,存放在两个不同的数组当中,然后在enterframe事件中进行位置更新。

新代码如下

package
{
	/**
	 * @create_time Apr 13, 2012 4:00:54 PM
	 * @author Ado
	 * @E-mail: adodo08@163.com
	 **/
	import Box2D.Collision.Shapes.b2CircleShape;
	import Box2D.Collision.Shapes.b2PolygonShape;
	import Box2D.Common.Math.b2Vec2;
	import Box2D.Dynamics.b2Body;
	import Box2D.Dynamics.b2BodyDef;
	import Box2D.Dynamics.b2DebugDraw;
	import Box2D.Dynamics.b2FixtureDef;
	import Box2D.Dynamics.b2World;
	
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.MouseEvent;

	[SWF(width=1000,height=600,frameRate=60,backgroundColor=0xcccccc)]
	public class BoxTester extends Sprite
	{
		private var world:b2World;
		private var worldSprite:Sprite;
		private var drawScale:Number=20;
		private var bodys:Array = [];
		private var sps:Array = [];
		public function BoxTester()
		{
			//创建世界,两个参数:重力与是否睡眠
			world = new b2World(new b2Vec2(0,10),true);
			//地板
			createFloor(0,(stage.stageHeight - 10)/drawScale,stage.stageWidth/drawScale,10/drawScale);
			//天花板
			createFloor(0,0,stage.stageWidth/drawScale,10/drawScale);
			//左墙
			createFloor(0,0,10/drawScale,stage.stageHeight/drawScale);
			//右墙
			createFloor((stage.stageWidth-10)/drawScale,0,10/drawScale,stage.stageHeight/drawScale);
			//调试用的,估计,待研究
//			drawDebug();
			addEventListener(Event.ENTER_FRAME, update);
			//让我很奇怪的是为什么监听不到鼠标事件
			stage.addEventListener(MouseEvent.CLICK, generateBody);
		}
		private function createFloor($x:Number,$y:Number,$w:Number,$h:Number):void
		{
			var shape:b2PolygonShape = new b2PolygonShape();
			shape.SetAsBox($w,$h);
			var fixture:b2FixtureDef = new b2FixtureDef();
			fixture.density = 1;
			fixture.friction = 1;
			fixture.shape = shape;
			fixture.restitution = 1;
			var bodyDef:b2BodyDef = new b2BodyDef();
			bodyDef.type = b2Body.b2_staticBody;
			bodyDef.position.Set($x,$y);
			var floor:b2Body = world.CreateBody(bodyDef);
			floor.CreateFixture(fixture);
		}
		private function generateBody(e:MouseEvent=null):void
		{
			var shape:b2CircleShape = new b2CircleShape(10/drawScale);
			var sp:Sprite = getSprite();
			var fixture:b2FixtureDef = new b2FixtureDef();
			fixture.userData = sp;
			fixture.density = 1;
			fixture.friction = 2;
			fixture.restitution = 1;
			fixture.shape = shape;
			var bodyDef:b2BodyDef = new b2BodyDef();
			bodyDef.type = b2Body.b2_dynamicBody;
			bodyDef.position.Set(this.mouseX/drawScale, this.mouseY/drawScale);
			var body:b2Body = world.CreateBody(bodyDef);
			body.CreateFixture(fixture);
			bodys.push(body);
			sps.push(sp);
			addChild(sp);
		}
		private function getSprite():Sprite
		{
			var sp:Sprite = new Sprite();
			sp.graphics.beginFill(0xffffff,.5);
			sp.graphics.lineStyle(1);
			sp.graphics.drawCircle(0,0,10);
			sp.graphics.endFill();
			return sp;
		}
		
		private function update(e:Event):void
		{
			world.Step(1/drawScale,10,10);
			world.ClearForces();
			world.DrawDebugData();
			for each(var i:b2Body in bodys)
			{
				var sp:Sprite = sps[bodys.indexOf(i)];
				sp.x = i.GetPosition().x*drawScale;
				sp.y = i.GetPosition().y*drawScale;
			}
		}
		private function drawDebug():void
		{
			var debugDraw:b2DebugDraw = new b2DebugDraw();
			var debugSprite:Sprite = new Sprite();
			addChild(debugSprite);//讲debugdraw的关联视图添加到舞台上
			debugDraw.SetSprite(debugSprite);//关联sprite到debugdraw
			debugDraw.SetDrawScale(drawScale);//设置debugdraw的比例
			debugDraw.SetFlags(b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit);//?
			debugDraw.SetFillAlpha(0.5);//设置背景填充透明度
			world.SetDebugDraw(debugDraw);//关联世界
		}
	}
}

  

注意细节:真实环境中测试需要将尺寸*worldScale

以上效果图如下:

原文地址:https://www.cnblogs.com/adoontheway/p/2490192.html