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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body45 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body52 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 else82 {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shapes109 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 it116 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 else136 {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 #endif160 161 Director::getInstance()->end();162 163 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)164 exit(0);165 #endif166 }
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