
local MainScene = class("MainScene",function() return display.newPhysiCSScene()end)function MainScene:ontouch(eventType,x,y) print("the name is---"..eventType.."--x--"..x.."--y--"..y) if eventType=="began" then self:createCoin(x,y) endendfunction MainScene:ctor() self.layer=display.newLayer():addTo(self) self.layer:addNodeEventListener(cc.NODE_touch_EVENT,function(event) return self:ontouch(event.name,event.x,event.y) end) self.world=self:getPhysicsWorld() self.world:setGravity(cc.p(0,-200)) -- local Box=display.newNode() Box:setAnchorPoint(cc.p(0.5,0.5)) Box:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(800,600))) Box:setposition(cc.p(480,320)) self:addChild(Box,10) self:getPhysicsWorld():setDeBUGDrawMask(true and cc.PhysicsWorld.DEBUGDRAW_ALL or cc.PhysicsWorld.DEBUGDRAW_NONE)endfunction MainScene:createCoin(x,y) -- add sprite to scene local coinsprite = display.newSprite("button.png") self:addChild(coinsprite) local coinBody = cc.PhysicsBody:createBox(coinsprite:getBoundingBox(),cc.PhysicsMaterial(46,0.8,0.8)) coinBody:setMass(100) coinsprite:setPhysicsBody(coinBody) coinsprite:setposition(x,y)endfunction MainScene:onEnter() endfunction MainScene:onEnterFrame(dt) -- bodyendfunction MainScene:onExit()endreturn MainScene 总结 以上是内存溢出为你收集整理的cocos2dx 物理世界全部内容,希望文章能够帮你解决cocos2dx 物理世界所遇到的程序开发问题。
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