早上在网上看了好多资料,都不知道BOX2D要怎么样才能使用自定义皮肤,直到看到这个
Box2D for Flash and AS3: Bitmaps and Boxes
的时候,我才恍然大悟,明白了什么神马叫做引擎,太高级啦。原来BOX2D本身不支持外部皮肤导入,并且他本身制作的不b2Body根本就不可见,所以要drawDebugView,这个也就是之前debugView的功能了,真实应用中new出来的显示实例只需要通过某种方法绑定到BOX2D里面对应的b2Body即可,然后在ENTER_FRAME时间中进行同步更新就可以了。
所以在我的例子中,我在stage上点击一下,会同时生成一个b2Body和一个Sprite,存放在两个不同的数组当中,然后在enterframe事件中进行位置更新。
新代码如下
package
{
/**
* @create_time Apr 13, 2012 4:00:54 PM
* @author Ado
* @E-mail: adodo08@163.com
**/
import Box2D.Collision.Shapes.b2CircleShape;
import Box2D.Collision.Shapes.b2PolygonShape;
import Box2D.Common.Math.b2Vec2;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2DebugDraw;
import Box2D.Dynamics.b2FixtureDef;
import Box2D.Dynamics.b2World;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
[SWF(width=1000,height=600,frameRate=60,backgroundColor=0xcccccc)]
public class BoxTester extends Sprite
{
private var world:b2World;
private var worldSprite:Sprite;
private var drawScale:Number=20;
private var bodys:Array = [];
private var sps:Array = [];
public function BoxTester()
{
//创建世界,两个参数:重力与是否睡眠
world = new b2World(new b2Vec2(0,10),true);
//地板
createFloor(0,(stage.stageHeight - 10)/drawScale,stage.stageWidth/drawScale,10/drawScale);
//天花板
createFloor(0,0,stage.stageWidth/drawScale,10/drawScale);
//左墙
createFloor(0,0,10/drawScale,stage.stageHeight/drawScale);
//右墙
createFloor((stage.stageWidth-10)/drawScale,0,10/drawScale,stage.stageHeight/drawScale);
//调试用的,估计,待研究
// drawDebug();
addEventListener(Event.ENTER_FRAME, update);
//让我很奇怪的是为什么监听不到鼠标事件
stage.addEventListener(MouseEvent.CLICK, generateBody);
}
private function createFloor($x:Number,$y:Number,$w:Number,$h:Number):void
{
var shape:b2PolygonShape = new b2PolygonShape();
shape.SetAsBox($w,$h);
var fixture:b2FixtureDef = new b2FixtureDef();
fixture.density = 1;
fixture.friction = 1;
fixture.shape = shape;
fixture.restitution = 1;
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_staticBody;
bodyDef.position.Set($x,$y);
var floor:b2Body = world.CreateBody(bodyDef);
floor.CreateFixture(fixture);
}
private function generateBody(e:MouseEvent=null):void
{
var shape:b2CircleShape = new b2CircleShape(10/drawScale);
var sp:Sprite = getSprite();
var fixture:b2FixtureDef = new b2FixtureDef();
fixture.userData = sp;
fixture.density = 1;
fixture.friction = 2;
fixture.restitution = 1;
fixture.shape = shape;
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.Set(this.mouseX/drawScale, this.mouseY/drawScale);
var body:b2Body = world.CreateBody(bodyDef);
body.CreateFixture(fixture);
bodys.push(body);
sps.push(sp);
addChild(sp);
}
private function getSprite():Sprite
{
var sp:Sprite = new Sprite();
sp.graphics.beginFill(0xffffff,.5);
sp.graphics.lineStyle(1);
sp.graphics.drawCircle(0,0,10);
sp.graphics.endFill();
return sp;
}
private function update(e:Event):void
{
world.Step(1/drawScale,10,10);
world.ClearForces();
world.DrawDebugData();
for each(var i:b2Body in bodys)
{
var sp:Sprite = sps[bodys.indexOf(i)];
sp.x = i.GetPosition().x*drawScale;
sp.y = i.GetPosition().y*drawScale;
}
}
private function drawDebug():void
{
var debugDraw:b2DebugDraw = new b2DebugDraw();
var debugSprite:Sprite = new Sprite();
addChild(debugSprite);//讲debugdraw的关联视图添加到舞台上
debugDraw.SetSprite(debugSprite);//关联sprite到debugdraw
debugDraw.SetDrawScale(drawScale);//设置debugdraw的比例
debugDraw.SetFlags(b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit);//?
debugDraw.SetFillAlpha(0.5);//设置背景填充透明度
world.SetDebugDraw(debugDraw);//关联世界
}
}
}
注意细节:真实环境中测试需要将尺寸*worldScale
以上效果图如下:
