Exemple #1
0
        public void addNewSpriteAtPosition(CCPoint p)
        {
            //CCLog.Log("Add sprite #{2} : {0} x {1}", p.X, p.Y, _batch.ChildrenCount + 1);

            //We have a 64x64 sprite sheet with 4 different 32x32 images.  The following code is
            //just randomly picking one of the images
            int idx    = (CCRandom.Float_0_1() > .5 ? 0 : 1);
            int idy    = (CCRandom.Float_0_1() > .5 ? 0 : 1);
            var sprite = new CCPhysicsSprite(spriteTexture, new CCRect(32 * idx, 32 * idy, 32, 32));

            AddChild(sprite, 0, kTagForPhysicsSprite);

            sprite.Position = new CCPoint(p.X, p.Y);

            // Define the dynamic body.
            //Set up a 1m squared box in the physics world
            b2BodyDef def = new b2BodyDef();

            def.position = new b2Vec2(p.X / PTM_RATIO, p.Y / PTM_RATIO);
            def.type     = b2BodyType.b2_dynamicBody;
            b2Body body = _world.CreateBody(def);
            // Define another box shape for our dynamic body.
            var dynamicBox = new b2PolygonShape();

            dynamicBox.SetAsBox(.5f, .5f); //These are mid points for our 1m box

            // Define the dynamic body fixture.
            b2FixtureDef fd = new b2FixtureDef();

            fd.shape    = dynamicBox;
            fd.density  = 1f;
            fd.friction = 0.3f;
            b2Fixture fixture = body.CreateFixture(fd);

            sprite.PhysicsBody = body;
            //_world.SetContactListener(new Myb2Listener());

            // _world.Dump();
        }
Exemple #2
0
        public void addNewSpriteAtPosition(CCPoint p)
        {
            CCLog.Log("Add sprite #{2} : {0} x {1}", p.X, p.Y, _batch.ChildrenCount+1);

            //We have a 64x64 sprite sheet with 4 different 32x32 images.  The following code is
            //just randomly picking one of the images
            int idx = (Random.Float_0_1() > .5 ? 0 : 1);
            int idy = (Random.Float_0_1() > .5 ? 0 : 1);
            var sprite = new CCPhysicsSprite();
            sprite.InitWithTexture(m_pSpriteTexture, new CCRect(32 * idx, 32 * idy, 32, 32));

            _batch.AddChild(sprite, 0, kTagForPhysicsSprite);

            sprite.Position = new CCPoint(p.X, p.Y);

            // Define the dynamic body.
            //Set up a 1m squared box in the physics world
            b2BodyDef def = b2BodyDef.Create();
            def.position = new b2Vec2(p.X / PTM_RATIO, p.Y / PTM_RATIO);
            def.type = b2BodyType.b2_dynamicBody;
            b2Body body = _world.CreateBody(def);
            //body.SetActive(true);
            // Define another box shape for our dynamic body.
            var dynamicBox = new b2PolygonShape();
            dynamicBox.Radius = 32f / PTM_RATIO;
            dynamicBox.SetAsBox(dynamicBox.Radius / 2, dynamicBox.Radius/2); //These are mid points for our 1m box

            // Define the dynamic body fixture.
            b2FixtureDef fd = b2FixtureDef.Create();
            fd.shape = dynamicBox;
            fd.friction = CCMacros.CCRandomBetween0And1();
            fd.density = 10f * CCMacros.CCRandomBetween0And1();
            b2Fixture fixture = body.CreateFixture(fd);

            sprite.PhysicsBody = body;

            // _world.Dump();
        }
        public void addNewSpriteAtPosition(CCPoint p)
        {
            //CCLog.Log("Add sprite #{2} : {0} x {1}", p.X, p.Y, _batch.ChildrenCount + 1);

            //We have a 64x64 sprite sheet with 4 different 32x32 images.  The following code is
            //just randomly picking one of the images
            int idx = (CCRandom.Float_0_1() > .5 ? 0 : 1);
            int idy = (CCRandom.Float_0_1() > .5 ? 0 : 1);
            var sprite = new CCPhysicsSprite(spriteTexture, new CCRect(32 * idx, 32 * idy, 32, 32));

            AddChild(sprite, 0, kTagForPhysicsSprite);

            sprite.Position = new CCPoint(p.X, p.Y);

            // Define the dynamic body.
            //Set up a 1m squared box in the physics world
            b2BodyDef def = new b2BodyDef();
            def.position = new b2Vec2(p.X / PTM_RATIO, p.Y / PTM_RATIO);
            def.type = b2BodyType.b2_dynamicBody;
            b2Body body = _world.CreateBody(def);
            // Define another box shape for our dynamic body.
            var dynamicBox = new b2PolygonShape();
            dynamicBox.SetAsBox(.5f, .5f); //These are mid points for our 1m box

            // Define the dynamic body fixture.
            b2FixtureDef fd = new b2FixtureDef();
            fd.shape = dynamicBox;
            fd.density = 1f;
            fd.friction = 0.3f;
            b2Fixture fixture = body.CreateFixture(fd);

            sprite.PhysicsBody = body;
            //_world.SetContactListener(new Myb2Listener());

            // _world.Dump();
        }