太久没有更新了,新年回来工作,突然有收到网友的邮件提问,居然还有人在关注,惭愧,找了下电脑上还有一点儿存着,顺便先发这一个番外篇吧,好歹可以看到真实的效果,等我考完英语,一定会更新下一章,“愤怒的小鸟篇”
此篇,并不是书中的篇符,而是通过希望通过结合实际的canvas 绘图库实现box2d物理引擎在各绘图库上应用,绘图库网上有很多现成的
如:createjs, pixi.js 等,Egret或者其它游戏引擎有自己的物理引擎扩展库,所以就不说了。
现在通过之前的学习,基本掌握了刚体等基础概念。那如何如何应用于现实画面中呢?
box2d只是模拟了物体,是虚拟的,如果不是通过debug是看不到任何画面的,要让用户看到画面,必须得结合canvas绘图能力,自己操作canvas绘图的原始API太麻烦,所以就有了createjs等其它流行的canvas库.
以下都以createJS代替canvas,当然你用其它库或者直接操作canvas也都可以
先上效果图
完成代码位于
https://github.com/willian12345/Box2D-for-Javascript-Games/blob/master/5-c.html
box2d呈现于createJS,贴上图的基本原理,就是将物理引擎世界中刚体的所有状态复制到createJS舞台对象!
function init() {
var b2Vec2 = Box2D.Common.Math.b2Vec2
, b2AABB = Box2D.Collision.b2AABB
, b2BodyDef = Box2D.Dynamics.b2BodyDef
, b2Body = Box2D.Dynamics.b2Body
, b2FixtureDef = Box2D.Dynamics.b2FixtureDef
, b2Fixture = Box2D.Dynamics.b2Fixture
, b2World = Box2D.Dynamics.b2World
, b2MassData = Box2D.Collision.Shapes.b2MassData
, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape
, b2CircleShape = Box2D.Collision.Shapes.b2CircleShape
, b2DebugDraw = Box2D.Dynamics.b2DebugDraw
, b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef
;
var worldScale = 30; // box2d中以米为单位,1米=30像素
var gravity = new b2Vec2(0, 5);
var sleep = true;
var world;
var stage,debug; function main(){
stage = new createjs.Stage("canvas");
debug = new createjs.Stage("debug"); setupPhysics(); debugDraw(); debug.on("stagemousedown", stagemousedown); createjs.Ticker.timingMode = createjs.Ticker.RAF;
createjs.Ticker.on("tick", function(){
stage.update();
world.DrawDebugData(); // 为了显示出createjs对象,这里不再绘制box2d对象至canvas
world.Step(1/30, 10, 10);// 更新世界模拟
world.ClearForces(); // 清除作用力
});
}
main(); function Ball(){
this.view = new createjs.Bitmap('soccer.png');
this.view.regX = this.view.regY = 50; // 创建box2d球形体
var bodyDef = new b2BodyDef();
bodyDef.position.Set(Math.random()*640 / worldScale, 0/worldScale);
bodyDef.type = b2Body.b2_dynamicBody
bodyDef.userData = 0;
var circleShape = new b2CircleShape(50 / worldScale);
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = circleShape;
fixtureDef.density = 1;
fixtureDef.restitution = .4
fixtureDef.friction = .5;
this.view.body = world.CreateBody(bodyDef);
this.view.body.CreateFixture(fixtureDef); this.view.on("tick", function(){
// 让createjs的bitmap对象实时复制box2d对象的位置与旋转角度
this.x = this.body.GetPosition().x * worldScale;
this.y = this.body.GetPosition().y * worldScale;
this.rotation = this.body.GetAngle() * (180 / Math.PI);
});
} function setupPhysics(){
world = new b2World(new b2Vec2(0, 50), true);
floor();
} function stagemousedown(){
var b = new Ball();
stage.addChild(b.view); // 将产生的createjs对象添加至舞台上
} function floor(){
var bodyDef = new b2BodyDef();
bodyDef.position.Set(320/worldScale, 465/worldScale);
var polygonShape = new b2PolygonShape();
polygonShape.SetAsBox(320/worldScale, 15/worldScale);
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = polygonShape;
fixtureDef.restitution = .4;
fixtureDef.friction = .5;
var theFloor = world.CreateBody(bodyDef);
theFloor.CreateFixture(fixtureDef);
} //setup debug draw
function debugDraw(){
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(debug.canvas.getContext('2d'));
debugDraw.SetDrawScale(worldScale);
debugDraw.SetFillAlpha(0.5);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
world.SetDebugDraw(debugDraw);
}
};
这一句
this.view = new createjs.Bitmap('soccer.png');
通过createjs的Bitmap对象读取图片,创建一个足球
this.view这个显示对象即createjs的Bitmap对象,用于显示在舞台即canvas上
this.view.on("tick", function(){
// 让createjs的bitmap对象实时复制box2d对象的位置与旋转角度
this.x = this.body.GetPosition().x * worldScale;
this.y = this.body.GetPosition().y * worldScale;
this.rotation = this.body.GetAngle() * (180 / Math.PI);
});
在Bitmap对象上侦听tick事件,tick事件可以理解为FLASH中的ENTER_FRAME事件,即每一帧调用一次,在每帧中将刚体的x,y位置属性与角度属性复制到createJS的显示对象上,就完成了结合
注释掉这一句,就可以隐藏掉box2Djs的调试状态变成一个正常的带物理效果的足球了
// debugDraw();
更多关于createJS请至官网或者搜索相关知识,你也完成可以用其它绘图库完成一样的操作,比如Pixi.js
相关系列:
HTML5之2D物理引擎 Box2D for javascript Games 系列 第一部分
注:转载请注明出处博客园:sheldon(willian12345@126.com)
https://github.com/willian12345