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我和我的一個朋友正在試圖用cocos2dx製作坦克。 我們走了多遠,該坦克是在屏幕上,槍管連接到罐 如何用cocos2dx創建坦克
,但現在我們要嘗試到旋轉桶,但什麼也沒發生,上聯是在該中心,其中桶開始圓頂結束。兩個罐和桶是動態的機構和我們使用的是摩擦接頭(見代碼)
// Create sprite and add it to the layer
CCSprite *tank = CCSprite::create();
//tank->initWithFile("../Resources/tanks/001/tank.png");
tank->setPosition(pos);
tank->setTag(1);
this->addChild(tank);
// Create ball body
b2BodyDef tankBodyDef;
tankBodyDef.type = b2_dynamicBody;
tankBodyDef.position = toMeters(&pos);
tankBodyDef.userData = tank;
tankBody = _world->CreateBody(&tankBodyDef);
// Create shape definition and add body
shapeCache->addFixturesToBody(tankBody, "001/tank");
pos = CCPointMake(580, 450);
// Create sprite and add it to the layer
CCSprite *barrel = CCSprite::create();
//barrel->initWithFile("Tanks/001/barrel.png");
barrel->setPosition(pos);
barrel->setTag(2);
this->addChild(barrel);
// Create ball body
b2BodyDef barrelBodyDef;
barrelBodyDef.type = b2_dynamicBody;
barrelBodyDef.position = toMeters(&pos);
barrelBodyDef.userData = barrel;
barrelBody = _world->CreateBody(&barrelBodyDef);
tankBarrelAnchor = CreateRevoluteJoint(tankBody, barrelBody, -85.f, 180.f, 2000000.f, 0.f, true, false);
tankBarrelAnchor->localAnchorA = b2Vec2(0, 0);
tankBarrelAnchor->localAnchorB = b2Vec2(0, 0);
tankBarrelAnchor->referenceAngle = 0;
joint = (b2RevoluteJoint*)_world->CreateJoint(tankBarrelAnchor);
b2RevoluteJointDef* Level::CreateRevoluteJoint(b2Body* A, b2Body* B, float lowerAngle, float upperAngle, float maxMotorTorque, float motorSpeed, boolean enableMotor, boolean collideConnect){
b2RevoluteJointDef *revoluteJointDef = new b2RevoluteJointDef();
revoluteJointDef->bodyA = A;
revoluteJointDef->bodyB = B;
revoluteJointDef->collideConnected = collideConnect;
revoluteJointDef->lowerAngle = CC_DEGREES_TO_RADIANS(lowerAngle);
revoluteJointDef->upperAngle = CC_DEGREES_TO_RADIANS(upperAngle);
revoluteJointDef->enableLimit = true;
revoluteJointDef->enableMotor = enableMotor;
revoluteJointDef->maxMotorTorque = maxMotorTorque;
revoluteJointDef->motorSpeed = CC_DEGREES_TO_RADIANS(motorSpeed); //1 turn per second counter-clockwise
return revoluteJointDef;
}
圖中的紅色和綠色軸是兩個物體的質量中心,我們已經在該圓頂PyshicsEditor和啓動的設置錨點桶,這就是爲什麼我們在(0,0)上設置localAnchorA和localAnchorB,因爲我們已經設置了PyshicsEditor的定位點 – Bjorn
好的,我明白了。我看起來好像身體已經睡着,但注意力並不是指向下,因爲我期望自然的休息姿勢。無論如何...如果將電機轉速設置爲非零值,該怎麼辦?零意味着關節將像剎車一樣起作用來阻止槍管移動。 – iforce2d
我不認爲電機是選項。我們現在嘗試使用摩擦接頭並使用「旋轉手勢」來旋轉桶。但我們無法獲得旋轉手勢的工作 – Bjorn