package org.cocos2d.tests;
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import java.util.Iterator;
import org.cocos2d.actions.UpdateCallback;
import org.cocos2d.config.ccMacros;
import org.cocos2d.events.CCTouchDispatcher;
import org.cocos2d.layers.CCLayer;
import org.cocos2d.layers.CCScene;
import org.cocos2d.nodes.CCDirector;
import org.cocos2d.nodes.CCLabel;
import org.cocos2d.nodes.CCSprite;
import org.cocos2d.nodes.CCSpriteSheet;
import org.cocos2d.opengl.CCGLSurfaceView;
import org.cocos2d.types.CGPoint;
import org.cocos2d.types.CGRect;
import org.cocos2d.types.CGSize;
import org.cocos2d.types.ccColor3B;
import android.app.Activity;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.Window;
import android.view.WindowManager;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
/**
* A test that demonstrates basic JBox2D integration by using AtlasSprites connected to physics bodies.
*
*
* This implementation is based on the original Box2DTest (from cocos2d-iphone) but using the JBox2D
* library and adjusting for differences with the new API as well as some differences in sensitivity
* (and such) that were observed when testing on the Android platform.
*
* @author Ray Cardillo
*/
// Box2dTest, there is a downloadable demo here:
// http://code.google.com/p/cocos2d-android-1/downloads/detail?name=cocos2d%20%20and%20jbox2d.3gp&can=2&q=#makechanges
//
public class Box2dTest extends Activity {//物理盒子系統(tǒng)
// private static final String LOG_TAG = JBox2DTest.class.getSimpleName();
static {
System.loadLibrary("gdx");//加載一個(gè)gdx庫(kù)
}
private CCGLSurfaceView mGLSurfaceView;//創(chuàng)建一個(gè)view
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);//無(wú)標(biāo)題
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);//全屏
getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON,
WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);//不黑屏
mGLSurfaceView = new CCGLSurfaceView(this);//生成view,并關(guān)聯(lián)上下文到導(dǎo)演
CCDirector director = CCDirector.sharedDirector();//生成得到導(dǎo)演(唯一)
director.attachInView(mGLSurfaceView);//把view交給導(dǎo)演的list
director.setDeviceOrientation(CCDirector.kCCDeviceOrientationLandscapeLeft);//橫屏
setContentView(mGLSurfaceView);//把view映射刀屏幕
// show FPS
CCDirector.sharedDirector().setDisplayFPS(true);//顯示幀頻率
// frames per second
CCDirector.sharedDirector().setAnimationInterval(1.0f / 60.0f);//幀速
CCScene scene = CCScene.node();//得到一個(gè)場(chǎng)景
scene.addChild(new Box2DTestLayer());//把一個(gè)box的圖層添加到場(chǎng)景里
// Make the Scene active
CCDirector.sharedDirector().runWithScene(scene);//讓導(dǎo)演運(yùn)行這個(gè)場(chǎng)景,運(yùn)行到剛才的view中
}
@Override
public void onStart() {//開(kāi)始方法
super.onStart();
}
@Override
public void onPause() {//暫停方法
super.onPause();
CCDirector.sharedDirector().onPause();
}
@Override
public void onResume() {
super.onResume();
CCDirector.sharedDirector().onResume();
}
@Override
public void onDestroy() {//銷(xiāo)毀方法
super.onDestroy();
CCDirector.sharedDirector().end();
//CCTextureCache.sharedTextureCache().removeAllTextures();
}
//
// Demo of calling integrating Box2D physics engine with cocos2d sprites
// a cocos2d example
// http://code.google.com/p/cocos2d-iphone
//
// by Steve Oldmeadow
//
static class Box2DTestLayer extends CCLayer {//以下是這個(gè)方法生成的方法
public static final int kTagTileMap = 1;
public static final int kTagSpriteManager = 1;
public static final int kTagAnimation1 = 1;
// Pixel to meters ratio. Box2D uses meters as the unit for measurement.
// This ratio defines how many pixels correspond to 1 Box2D "meter"
// Box2D is optimized for objects of 1x1 meter therefore it makes sense
// to define the ratio so that your most common object type is 1x1 meter.
protected static final float PTM_RATIO = 32.0f;
// Simulation space should be larger than window per Box2D recommendation.
protected static final float BUFFER = 1.0f;
//FPS for the PhysicsWorld to sync to
protected static final float FPS = (float)CCDirector.sharedDirector().getAnimationInterval();//得到整個(gè)動(dòng)畫(huà)的幀頻率
private static float rdelta = 0;
protected final World bxWorld;//生成一個(gè)世界的引用..
public Box2DTestLayer() {//構(gòu)造方法
super();
this.setIsTouchEnabled(true);//可以點(diǎn)擊
this.setIsAccelerometerEnabled(true);//啟用設(shè)置加速,加速控制器可以啟動(dòng)
CGSize s = CCDirector.sharedDirector().winSize();//得到屏幕的大小引用
// Define the gravity vector.
Vector2 gravity = new Vector2(9.8f, -9.8f);//定義一個(gè)二維向量
float scaledWidth = s.width/PTM_RATIO;//縮放寬
float scaledHeight = s.height/PTM_RATIO;//縮放高
// Vector2 lower = new Vector2(-BUFFER, -BUFFER);//更小
// Vector2 upper = new Vector2(scaledWidth+BUFFER, scaledHeight+BUFFER);//更大
bxWorld = new World(gravity, true);//新建并設(shè)置這個(gè)世界的重力向量
bxWorld.setContinuousPhysics(true);//連續(xù)物理可用
// Define the ground body.
BodyDef bxGroundBodyDef = new BodyDef();//定義地面身體
bxGroundBodyDef.position.set(0.0f, 0.0f);//身體的位置
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
Body groundBody = bxWorld.createBody(bxGroundBodyDef);//將身體添加到世界
// Define the ground box shape.
EdgeShape groundBox = new EdgeShape();//定義一個(gè)形狀
Vector2 bottomLeft = new Vector2(0f,0f);//定義4個(gè)2維向量
Vector2 topLeft = new Vector2(0f,scaledHeight);
Vector2 topRight = new Vector2(scaledWidth,scaledHeight);
Vector2 bottomRight = new Vector2(scaledWidth,0f);
// bottom
groundBox.set( bottomLeft, bottomRight );//設(shè)置一條線
groundBody.createFixture(groundBox,0);//把這條線作為物理盒子的邊界
// top
groundBox.set( topLeft, topRight );//同理
groundBody.createFixture(groundBox,0);
// left
groundBox.set( topLeft, bottomLeft );
groundBody.createFixture(groundBox,0);
// right
groundBox.set( topRight, bottomRight );
groundBody.createFixture(groundBox,0);
//Set up sprite
CCSpriteSheet mgr = CCSpriteSheet.spriteSheet("blocks.png", 150);
//建立一個(gè)圖像表單,用來(lái)拆分出小塊
addChild(mgr, 0, kTagSpriteManager);//表單添加進(jìn)去,順序0,把標(biāo)簽號(hào)定為1
addNewSpriteWithCoords(CGPoint.ccp(s.width / 2.0f, s.height / 2.0f));
//上面是一個(gè)方法下面解釋
CCLabel label = CCLabel.makeLabel("Tap screen", "DroidSans", 32);//創(chuàng)建一個(gè)標(biāo)記
label.setPosition(CGPoint.make(s.width / 2f, s.height - 50f));//設(shè)置坐標(biāo)
label.setColor(new ccColor3B(0, 0, 255));//設(shè)置顏色
addChild(label);
}
private UpdateCallback tickCallback = new UpdateCallback() {//創(chuàng)建一個(gè)時(shí)間返回
@Override
public void update(float d) {//時(shí)間更新
tick(d);
}
};
@Override
public void onEnter() {
super.onEnter();
// start ticking (for physics simulation)
schedule(tickCallback);
}
@Override
public void onExit() {
super.onExit();
// stop ticking (for physics simulation)
unschedule(tickCallback);
}
private void addNewSpriteWithCoords(CGPoint pos) {
CCSpriteSheet sheet = (CCSpriteSheet) getChildByTag(kTagSpriteManager);//得到一個(gè)表格
//We have a 64x64 sprite sheet with 4 different 32x32 p_w_picpaths. The following code is
//just randomly picking one of the p_w_picpaths
int idx = (ccMacros.CCRANDOM_0_1() > .5 ? 0:1);//定義一個(gè)隨機(jī)數(shù)。得到1/0
int idy = (ccMacros.CCRANDOM_0_1() > .5 ? 0:1);
// CCSprite sprite = CCSprite.sprite("blocks.png", CGRect.make(32 * idx,32 * idy,32,32));//生成一個(gè)精靈。用那個(gè)圖片,截取公式位置的圖像
// this.addChild(sprite);//添加精靈
CCSprite sprite = CCSprite.sprite(sheet, CGRect.make(32 * idx,32 * idy,32,32));//生成精靈,用剛才的那個(gè)圖集,截取某塊
sheet.addChild(sprite);//添加子類(lèi)
sprite.setPosition(pos); //設(shè)置點(diǎn)
// Define the dynamic body.
//Set up a 1m squared box in the physics world
BodyDef bodyDef = new BodyDef();//新建一個(gè)剛體
bodyDef.type = BodyType.DynamicBody;//設(shè)置為類(lèi)型3動(dòng)態(tài)剛體
bodyDef.position.set(pos.x/PTM_RATIO, pos.y/PTM_RATIO);//設(shè)置身體位置
// Define another box shape for our dynamic body.
PolygonShape dynamicBox = new PolygonShape();//新建多邊形
dynamicBox.setAsBox(.5f, .5f);//These are mid points for our 1m box
//作為一個(gè)盒子時(shí)的頂點(diǎn)0.5,0.5
// dynamicBox.density = 1.0f;
// dynamicBox.friction = 0.3f;
synchronized (bxWorld) {//線程鎖
// Define the dynamic body fixture and set mass so it's dynamic.
Body body = bxWorld.createBody(bodyDef);//在世界內(nèi)創(chuàng)建這個(gè)剛體
body.setUserData(sprite);//使用這個(gè)數(shù)據(jù)精靈
FixtureDef fixtureDef = new FixtureDef();//固定的東西
fixtureDef.shape = dynamicBox;
fixtureDef.density = 1.0f;//密度
fixtureDef.friction = 0.3f;//摩擦系數(shù)
body.createFixture(fixtureDef);//把這些固定參數(shù)給這個(gè)物體
}
}
public synchronized void tick(float delta) {//時(shí)間類(lèi)
if ((rdelta += delta) < FPS) return;//計(jì)算得不用快過(guò)幀..
// It is recommended that a fixed time step is used with Box2D for stability
// of the simulation, however, we are using a variable time step here.
// You need to make an informed choice, the following URL is useful
// http://gafferongames.com/game-physics/fix-your-timestep/
// Instruct the world to perform a simulation step. It is
// generally best to keep the time step and iterations fixed.
synchronized (bxWorld) {
bxWorld.step(FPS, 8, 1);//計(jì)算的速度
}
rdelta = 0;//累計(jì)時(shí)間
// Iterate over the bodies in the physics world
Iterator
it = bxWorld.getBodies();//新建迭代器得到世界的剛體集合while(it.hasNext()) {
Body b = it.next();//得到剛體
Object userData = b.getUserData();//剛體的數(shù)據(jù)
if (userData != null && userData instanceof CCSprite) {
//如果數(shù)據(jù)不為空,且是個(gè)精靈的實(shí)例而
//Synchronize the Sprites position and rotation with the corresponding body
final CCSprite sprite = (CCSprite)userData;//得到這個(gè)圖像
final Vector2 pos = b.getPosition();//得到這個(gè)剛體的點(diǎn)
sprite.setPosition(pos.x * PTM_RATIO, pos.y * PTM_RATIO);
//設(shè)置點(diǎn)
sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle()));//設(shè)置弧度
}
}
}
@Override
public boolean ccTouchesBegan(MotionEvent event) {//觸屏事件
CGPoint location = CCDirector.sharedDirector()
.convertToGL(CGPoint.make(event.getX(), event.getY()));//得到點(diǎn)
addNewSpriteWithCoords(location);//添加一個(gè)物品在那個(gè)點(diǎn)
return CCTouchDispatcher.kEventHandled;//返回?cái)?shù)據(jù)
}
static float prevX=0, prevY=0;
Vector2 gravity = new Vector2();//定義2維數(shù)組
@Override
public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) {//當(dāng)加速傳感器有感覺(jué)了
//#define kFilterFactor 0.05f
float kFilterFactor = 1.0f;// don't use filter. the code is here just as an example
float accX = (float) accelX * kFilterFactor + (1- kFilterFactor)* prevX;//x方向
float accY = (float) accelY * kFilterFactor + (1- kFilterFactor)* prevY;//y方向
prevX = accX;
prevY = accY;
// no filtering being done in this demo (just magnify the gravity a bit)
gravity.set( accY * 9.8f, accX * -9.8f );//得到重力的向量
bxWorld.setGravity( gravity ); //給世界設(shè)置重力向量
}
}
}