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 程式師世界 >> 編程語言 >> C語言 >> C++ >> C++入門知識 >> 使用Physics_Body_Editor獲得json文件的類,

使用Physics_Body_Editor獲得json文件的類,

編輯:C++入門知識

使用Physics_Body_Editor獲得json文件的類,


 【轉自】:http://www.cocoachina.com/bbs/read.php?tid=209290 

 

 工具介紹,json文件獲得方法,請參考原帖

 

 MyBodyParser.h

 1 //
 2 //  MyBodyParser.h
 3 //
 4 //  Created by Jason Xu.
 5 //
 6 //
 7 
 8 #pragma once
 9 
10 #include <string>
11 #include "cocos2d.h"
12 USING_NS_CC;
13 #include "json/document.h"
14 
15 class MyBodyParser {
16     MyBodyParser(){}
17     rapidjson::Document doc;
18 public:
19     static MyBodyParser* getInstance();
20     bool parseJsonFile(const std::string& pFile);
21     bool parse(unsigned char* buffer, long length);
22     void clearCache();
23     PhysicsBody* bodyFormJson(Node* pNode, const std::string& name);
24 };

 MyBodyParser.cpp

 

 1 //
 2 //  MyBodyParser.cpp
 3 //
 4 //  Created by Jason Xu.
 5 //
 6 //
 7 
 8 #include "MyBodyParser.h"
 9 
10 MyBodyParser* MyBodyParser::getInstance()
11 {
12     static MyBodyParser* sg_ptr = nullptr;
13     if (nullptr == sg_ptr)
14     {
15         sg_ptr = new MyBodyParser;
16     }
17     return sg_ptr;
18 }
19 
20 bool MyBodyParser::parse(unsigned char *buffer, long length)
21 {
22     bool result = false;
23     std::string js((const char*)buffer, length);
24     doc.Parse<0>(js.c_str());
25     if(!doc.HasParseError())
26     {
27         result = true;
28     }
29     return result;
30 }
31 
32 void MyBodyParser::clearCache()
33 {
34     doc.SetNull();
35 }
36 
37 bool MyBodyParser::parseJsonFile(const std::string& pFile)
38 {
39     auto content = FileUtils::getInstance()->getDataFromFile(pFile);
40     bool result = parse(content.getBytes(), content.getSize());
41     return result;
42 }
43 
44 //從json文件加載正確的body
45 PhysicsBody* MyBodyParser::bodyFormJson(cocos2d::Node *pNode, const std::string& name)
46 {
47     PhysicsBody* body = nullptr;
48     rapidjson::Value &bodies = doc["rigidBodies"];
49     if (bodies.IsArray())
50     {
51         //遍歷文件中的所有body
52         for (int i=0; i<bodies.Size(); ++i)
53         {
54             //找到了請求的那一個
55             if (0 == strcmp(name.c_str(), bodies[i]["name"].GetString()))
56             {
57                 rapidjson::Value &bd = bodies[i];
58                 if (bd.IsObject())
59                 {
60                     //創建一個PhysicsBody, 並且根據node的大小來設置
61                     body = PhysicsBody::create();
62                     float width = pNode->getContentSize().width;
63                     float offx = - pNode->getAnchorPoint().x*pNode->getContentSize().width;
64                     float offy = - pNode->getAnchorPoint().y*pNode->getContentSize().height;
65 
66                     Point origin( bd["origin"]["x"].GetDouble(), bd["origin"]["y"].GetDouble());
67                     rapidjson::Value &polygons = bd["polygons"];
68                     for (int i = 0; i<polygons.Size(); ++i)
69                     {
70                         int pcount = polygons[i].Size();
71                         Point* points = new Point[pcount];
72                         for (int pi = 0; pi<pcount; ++pi)
73                         {
74                             points[pi].x = offx + width * polygons[i][pcount-1-pi]["x"].GetDouble();
75                             points[pi].y = offy + width * polygons[i][pcount-1-pi]["y"].GetDouble();
76                         }
77                         body->addShape(PhysicsShapePolygon::create(points, pcount, PHYSICSBODY_MATERIAL_DEFAULT));
78                         delete [] points;
79                     }
80                 }
81                 else
82                 {
83                     CCLOG("body: %s not found!", name.c_str());
84                 }
85                 break;
86             }
87         }
88     }
89     return body;
90 }

 HelloWorldScene.cpp (測試cpp)

  1 #include "HelloWorldScene.h"
  2 #include "MyBodyParser.h"
  3 USING_NS_CC;
  4 
  5 Scene* HelloWorld::createScene()
  6 {
  7     // 'scene' is an autorelease object
  8     auto scene = Scene::createWithPhysics();
  9 
 10     //enable debug draw
 11     scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
 12 
 13     // 'layer' is an autorelease object
 14     auto layer = HelloWorld::create();
 15 
 16     // add layer as a child to scene
 17     scene->addChild(layer);
 18 
 19     // return the scene
 20     return scene;
 21 }
 22 
 23 // on "init" you need to initialize your instance
 24 bool HelloWorld::init()
 25 {
 26     //////////////////////////////
 27     // 1. super init first
 28     if ( !Layer::init() )
 29     {
 30         return false;
 31     }
 32     
 33     Size visibleSize = Director::getInstance()->getVisibleSize();
 34     Point origin = Director::getInstance()->getVisibleOrigin();
 35 
 36     /////////////////////////////
 37     // 2. add a menu item with "X" image, which is clicked to quit the program
 38     //    you may modify it.
 39 
 40     // add a "close" icon to exit the progress. it's an autorelease object
 41     auto closeItem = MenuItemImage::create(
 42                                            "CloseNormal.png",
 43                                            "CloseSelected.png",
 44                                            CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
 45     
 46     closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
 47                                 origin.y + closeItem->getContentSize().height/2));
 48 
 49     // create menu, it's an autorelease object
 50     auto menu = Menu::create(closeItem, NULL);
 51     menu->setPosition(Point::ZERO);
 52     this->addChild(menu, 1);
 53 
 54     /////////////////////////////
 55     // 3. add your codes below...
 56 
 57     // add a label shows "Hello World"
 58     // create and initialize a label
 59     
 60     auto label = LabelTTF::create("Physics Body Loader Demo", "Arial", 24);
 61     
 62     // position the label on the center of the screen
 63     label->setPosition(Point(origin.x + visibleSize.width/2,
 64                             origin.y + visibleSize.height - label->getContentSize().height));
 65 
 66     // add the label as a child to this layer
 67     this->addChild(label, 1);
 68 
 69     status_label = LabelTTF::create("Touch anywhere!", "Arial", 36);
 70     status_label->setPosition(Point(origin.x + visibleSize.width/2, 1.2*status_label->getContentSize().height));
 71     this->addChild(status_label);
 72 
 73     // add "2dx.png"
 74     sp_2dx = Sprite::create("2dx.png");
 75 
 76     // position the sprite on the center of the screen
 77     sp_2dx->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
 78 
 79     //load
 80     MyBodyParser::getInstance()->parseJsonFile("bodies.json");
 81 
 82     //bind physicsbody to sprite
 83     auto _body = MyBodyParser::getInstance()->bodyFormJson(sp_2dx, "2dx");
 84     if (_body != nullptr) {
 85         _body->setDynamic(false); //set it static body.
 86         _body->setCollisionBitmask(0x000000); //don't collision with anybody.
 87         sp_2dx->setPhysicsBody(_body);
 88     }
 89 
 90     // add the sprite as a child to this layer
 91     this->addChild(sp_2dx, 0);
 92 
 93     //add touchListener
 94     auto touchListener = EventListenerTouchOneByOne::create();
 95     touchListener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
 96     touchListener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this);
 97     touchListener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
 98     _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
 99 
100     return true;
101 }
102 
103 Node* HelloWorld::nodeUnderTouch(cocos2d::Touch *touch)
104 {
105     Node* node = nullptr;
106     //轉換到layer內的坐標
107     auto location = this->convertTouchToNodeSpace(touch);
108     //得到當前點下方的物理shapes
109     auto scene = Director::getInstance()->getRunningScene();
110     auto arr = scene->getPhysicsWorld()->getShapes(location);
111 
112     //遍歷當前點擊到的所有shapes, 看看有沒有我們的2dx!
113     for (auto& obj : arr)
114     {
115         //find it
116         if ( obj->getBody()->getNode() == sp_2dx)
117         {
118             node = obj->getBody()->getNode();
119             break;
120         }
121     }
122     return node;
123 }
124 
125 bool HelloWorld::onTouchBegan(Touch* touch, Event* event)
126 {
127     auto current_node = nodeUnderTouch(touch);
128 
129     //get it!
130     if (current_node == sp_2dx)
131     {
132         status_label->setColor(Color3B::GREEN);
133         status_label->setString("Ohoo, U catch me!");
134     }
135     else
136     {
137         status_label->setColor(Color3B::RED);
138         status_label->setString("Haha, touch outside!");
139     }
140 
141     return true;
142 }
143 
144 void HelloWorld::onTouchMoved(Touch* touch, Event* event)
145 {
146 }
147 
148 void HelloWorld::onTouchEnded(Touch* touch, Event* event)
149 {
150     status_label->setColor(Color3B::WHITE);
151     status_label->setString("Touch anywhere!");
152 }
153 
154 void HelloWorld::menuCloseCallback(Ref* pSender)
155 {
156 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
157     MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
158     return;
159 #endif
160 
161     Director::getInstance()->end();
162 
163 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
164     exit(0);
165 #endif
166 }

 

 




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