box2d 初識 強大的物理碰撞引擎 結合canvas
阿新 • • 發佈:2019-01-04
一個小的Demo
http://jsfiddle.net/qAjPt/
Box2D是一個用於模擬2D剛體物體的C++引擎。作者為Erin Catto。Box2D使用zlib許可。zlib許可是一個自由軟體授權協議,但並非copyleft。
它已被用於蠟筆物理學、憤怒的小鳥、Rolando、Fantastic Contraption、Incredibots、Tiny Wings、Transformice、Happy Wheels等遊戲的開發,[3]對於iPhone、iPad和Android遊戲,可以使用Cocos2d遊戲引擎和Corona Framework。
百度百科:http://baike.baidu.com/link?url=u0_cLX42FXa3Tt8q6QvSS8VcCHJcFu4Fmk_BIJhWz4DXpU_UMK7DZHi1Ab8qXuaWyICyr1bQtdmSw72BER13Rq
Box2D分為box2d-flash和box2d-js,下面主要說box2d-js
畫矩形
var Shape3 = new b2BoxDef(); //Shape3:矩形 Shape3.extents.Set(300, 5); //定義矩形高、寬 Shape3.userData = "#000"; var BodyDef = new b2BodyDef(); BodyDef.position.Set(200, 500); //設定物體的初始位置 BodyDef.AddShape(Shape3); //物體中加入Shape3 world.CreateBody(BodyDef);
和canvas不同的是,box2d的形狀,需要先定義物體,然後定義形狀,
把物體裝進形狀,在此時可以新增box2d的屬性,例如彈性,摩擦力等
,然後用canvas原生方法把圖形畫出來。
這個可以當作庫方法來使用,用來畫形狀
function drawJoint(joint, context) { var b1 = joint.m_body1; var b2 = joint.m_body2; var x1 = b1.m_position; var x2 = b2.m_position; var p1 = joint.GetAnchor1(); var p2 = joint.GetAnchor2(); context.strokeStyle = '#000'; context.beginPath(); switch (joint.m_type) { case b2Joint.e_distanceJoint: context.moveTo(p1.x, p1.y); context.lineTo(p2.x, p2.y); break; case b2Joint.e_pulleyJoint: // TODO break; default: if (b1 == world.m_groundBody) { context.moveTo(p1.x, p1.y); context.lineTo(x2.x, x2.y); } else if (b2 == world.m_groundBody) { context.moveTo(p1.x, p1.y); context.lineTo(x1.x, x1.y); } else { context.moveTo(x1.x, x1.y); context.lineTo(p1.x, p1.y); context.lineTo(x2.x, x2.y); context.lineTo(p2.x, p2.y); } break; } context.stroke(); } function drawShape(shape, context) { context.fillStyle = shape.m_userData; context.beginPath(); switch (shape.m_type) { case b2Shape.e_circleShape: { var circle = shape; var pos = circle.m_position; var r = circle.m_radius; var segments = 16.0; var theta = 0.0; var dtheta = 2.0 * Math.PI / segments; // draw circle context.moveTo(pos.x + r, pos.y); for (var i = 0; i < segments; i++) { var d = new b2Vec2(r * Math.cos(theta), r * Math.sin(theta)); var v = b2Math.AddVV(pos, d); context.lineTo(v.x, v.y); theta += dtheta; } context.lineTo(pos.x + r, pos.y); // draw radius context.moveTo(pos.x, pos.y); var ax = circle.m_R.col1; var pos2 = new b2Vec2(pos.x + r * ax.x, pos.y + r * ax.y); context.lineTo(pos2.x, pos2.y); } break; case b2Shape.e_polyShape: { var poly = shape; var tV = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[0])); context.moveTo(tV.x, tV.y); for (var i = 0; i < poly.m_vertexCount; i++) { var v = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[i])); context.lineTo(v.x, v.y); } context.lineTo(tV.x, tV.y); } break; } context.fill(); }