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我和我的一个朋友正在试图用cocos2dx制作坦克。 我们走了多远,该坦克是在屏幕上,枪管连接到罐 如何用cocos2dx创建坦克
,但现在我们要尝试到旋转桶,但什么也没发生,上联是在该中心,其中桶开始圆顶结束。两个罐和桶是动态的机构和我们使用的是摩擦接头(见代码)
// Create sprite and add it to the layer
CCSprite *tank = CCSprite::create();
//tank->initWithFile("../Resources/tanks/001/tank.png");
tank->setPosition(pos);
tank->setTag(1);
this->addChild(tank);
// Create ball body
b2BodyDef tankBodyDef;
tankBodyDef.type = b2_dynamicBody;
tankBodyDef.position = toMeters(&pos);
tankBodyDef.userData = tank;
tankBody = _world->CreateBody(&tankBodyDef);
// Create shape definition and add body
shapeCache->addFixturesToBody(tankBody, "001/tank");
pos = CCPointMake(580, 450);
// Create sprite and add it to the layer
CCSprite *barrel = CCSprite::create();
//barrel->initWithFile("Tanks/001/barrel.png");
barrel->setPosition(pos);
barrel->setTag(2);
this->addChild(barrel);
// Create ball body
b2BodyDef barrelBodyDef;
barrelBodyDef.type = b2_dynamicBody;
barrelBodyDef.position = toMeters(&pos);
barrelBodyDef.userData = barrel;
barrelBody = _world->CreateBody(&barrelBodyDef);
tankBarrelAnchor = CreateRevoluteJoint(tankBody, barrelBody, -85.f, 180.f, 2000000.f, 0.f, true, false);
tankBarrelAnchor->localAnchorA = b2Vec2(0, 0);
tankBarrelAnchor->localAnchorB = b2Vec2(0, 0);
tankBarrelAnchor->referenceAngle = 0;
joint = (b2RevoluteJoint*)_world->CreateJoint(tankBarrelAnchor);
b2RevoluteJointDef* Level::CreateRevoluteJoint(b2Body* A, b2Body* B, float lowerAngle, float upperAngle, float maxMotorTorque, float motorSpeed, boolean enableMotor, boolean collideConnect){
b2RevoluteJointDef *revoluteJointDef = new b2RevoluteJointDef();
revoluteJointDef->bodyA = A;
revoluteJointDef->bodyB = B;
revoluteJointDef->collideConnected = collideConnect;
revoluteJointDef->lowerAngle = CC_DEGREES_TO_RADIANS(lowerAngle);
revoluteJointDef->upperAngle = CC_DEGREES_TO_RADIANS(upperAngle);
revoluteJointDef->enableLimit = true;
revoluteJointDef->enableMotor = enableMotor;
revoluteJointDef->maxMotorTorque = maxMotorTorque;
revoluteJointDef->motorSpeed = CC_DEGREES_TO_RADIANS(motorSpeed); //1 turn per second counter-clockwise
return revoluteJointDef;
}
图中的红色和绿色轴是两个物体的质量中心,我们已经在该圆顶PyshicsEditor和启动的设置锚点桶,这就是为什么我们在(0,0)上设置localAnchorA和localAnchorB,因为我们已经设置了PyshicsEditor的定位点 – Bjorn
好的,我明白了。我看起来好像身体已经睡着,但注意力并不是指向下,因为我期望自然的休息姿势。无论如何...如果将电机转速设置为非零值,该怎么办?零意味着关节将像刹车一样起作用来阻止枪管移动。 – iforce2d
我不认为电机是选项。我们现在尝试使用摩擦接头并使用“旋转手势”来旋转桶。但我们无法获得旋转手势的工作 – Bjorn