index.html页面
<?php ?> <!DOCTYPE html> <html> <head> <meta http-equiv="content-type" content="text/html; charset=utf-8" > <title>Box2d Test</title> <script src="js/Box2d.min.js" type="text/javascript" charset="UTF-8"></script> <script src="js/box2d.js" type="text/javascript" charset="UTF-8"></script> </head> <body onload="init();"> <canvas id="canvas" width="640" height="480" style="border: 1px solid black;">Your browser does not support HTML5 Canvas</canvas> </body> </html>
box2d.js页面
var world;
var scale = 30;//在canvas上的30像素表示Box2d世界中的1米
function init() {
var gravity = new Box2D.Common.Math.b2Vec2(0,9.8);//表明重力加速度为9.8m/s平方,方向向下
var allowSleep = true;//允许静止的物体进入休眠状态,休眠物体不参与物理仿真计算
world = new Box2D.Dynamics.b2World(gravity,allowSleep);
createFloor();
//创建一些具有简单形状的物体
createRectangularBody();
createCircularBody();
createSimplePolygonBody();
createComplexbody();
createResoluteJoint();
createSpecialBody();
listenForContact();
setupDebugDraw();
animate();
}
function drawSpecialBody() {
var positon = specialBody.GetPosition();
var angle = specialBody.GetAngle();
//移动并旋转物体
context.translate(positon.x*scale,positon.y*scale);
context.rotate(angle);
//绘制实心的圆面
context.fillStyle = "rgb(200,150,250);";
context.beginPath();
context.arc(0,0,30,0,2*Math.PI,false);
context.fill();
//绘制两个矩形的眼睛
context.fillStyle = "rgb(255,255,255);";
context.fillRect(-15,-15,10,5);
context.fillRect(5,-15,10,5);
//绘制向上或向下的圆弧,根据生命值决定是否微笑
context.strokeStyle = "rgb(255,255,255);";
context.beginPath();
if(specialBody.GetUserData().life > 100){
context.arc(0,0,10,Math.PI,2*Math.PI,true);
}else{
context.arc(0,10,10,Math.PI,2*Math.PI,false);
}
context.stroke();
context.rotate(-angle);
context.translate(-positon.x*scale,-positon.y*scale);
}
var specialBody;
function createSpecialBody() {
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.position.x = 450/scale;
bodyDef.position.y = 0/scale;
specialBody = world.CreateBody(bodyDef);
specialBody.SetUserData({name:"special",life:250});//设置物体的自定义属性
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.density = 1.0;
fixtureDef.friction = 0.5;
fixtureDef.restitution = 0.5;
fixtureDef.shape = new Box2D.Collision.Shapes.b2CircleShape(30/scale);
var fixture = specialBody.CreateFixture(fixtureDef);
}
function listenForContact() {
/*
Box2D.Dynamics.b2ContactListener 对象的方法
BeginContact():两个物体开始接触时被调用
EndContact():两个物体结束接触时被调用
PostSolve():求解器完成后调用,进行碰撞检测时很有用
PreSolve():在求解器求解前调用
*/
var listener = new Box2D.Dynamics.b2ContactListener;
listener.PostSolve = function(contact,impulse){
var body1 = contact.GetFixtureA().GetBody();
var body2 = contact.GetFixtureB().GetBody();
if(body1 == specialBody || body2 == specialBody){
var impulseAlongNormal = impulse.normalImpulses[0];
specialBody.GetUserData().life -= impulseAlongNormal;
console.log("The special body was in a collision with impulse",impulseAlongNormal,"and its life has now become",
specialBody.GetUserData().life);
}
};
world.SetContactListener(listener);
}
//创建转动关节
function createResoluteJoint() {
//定义第一个物体
var bodyDef1 = new Box2D.Dynamics.b2BodyDef();
bodyDef1.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef1.position.x = 480/scale;
bodyDef1.position.y = 50/scale;
var body1 = world.CreateBody(bodyDef1);
var fixtureDef1 = new Box2D.Dynamics.b2FixtureDef();
fixtureDef1.density = 1.0;
fixtureDef1.friction = 0.5;
fixtureDef1.restitution = 0.5;
fixtureDef1.shape = new Box2D.Collision.Shapes.b2PolygonShape();
fixtureDef1.shape.SetAsBox(50/scale,10/scale);
body1.CreateFixture(fixtureDef1);
var bodyDef2 = new Box2D.Dynamics.b2BodyDef();
bodyDef2.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef2.position.x = 470/scale;
bodyDef2.position.y = 50/scale;
var body2 = world.CreateBody(bodyDef2);
//创建第二个载具并向物体中添加多边形形状
var fixtureDef2 = new Box2D.Dynamics.b2FixtureDef();
fixtureDef2.density = 1.0;
fixtureDef2.friction = 0.5;
fixtureDef2.restitution = 0.5;
fixtureDef2.shape = new Box2D.Collision.Shapes.b2PolygonShape();
var points = [
new Box2D.Common.Math.b2Vec2(0,0),
new Box2D.Common.Math.b2Vec2(40/scale,50/scale),
new Box2D.Common.Math.b2Vec2(50/scale,100/scale),
new Box2D.Common.Math.b2Vec2(-50/scale,100/scale),
new Box2D.Common.Math.b2Vec2(-40/scale,50/scale)
];
fixtureDef2.shape.SetAsArray(points,points.length);
body2.CreateFixture(fixtureDef2);
//创建接合点连接body1和body2
var jointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
var jointCenter = new Box2D.Common.Math.b2Vec2(470/scale,50/scale);
jointDef.Initialize(body1,body2,jointCenter);//指出接入物及接入点
world.CreateJoint(jointDef);//创建接入点 并加入世界
}
//创建由两个物体组成的物体
function createComplexbody() {
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.position.x = 350/scale;
bodyDef.position.y = 50/scale;
var body = world.CreateBody(bodyDef);
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.density = 1.0;
fixtureDef.friction = 0.5;
fixtureDef.restitution = 0.7;
fixtureDef.shape = new Box2D.Collision.Shapes.b2CircleShape(40/scale);
body.CreateFixture(fixtureDef);
fixtureDef.shape = new Box2D.Collision.Shapes.b2PolygonShape();
var points = [
new Box2D.Common.Math.b2Vec2(0,0),
new Box2D.Common.Math.b2Vec2(40/scale,50/scale),
new Box2D.Common.Math.b2Vec2(50/scale,100/scale),
new Box2D.Common.Math.b2Vec2(-50/scale,100/scale),
new Box2D.Common.Math.b2Vec2(-40/scale,50/scale)
];
fixtureDef.shape.SetAsArray(points,points.length);
body.CreateFixture(fixtureDef);
}
function createSimplePolygonBody() {
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.position.x = 230/scale;
bodyDef.position.y = 50/scale;
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.density = 1;
fixtureDef.friction = 0.5;
fixtureDef.restitution = 0.2;
fixtureDef.shape = new Box2D.Collision.Shapes.b2PolygonShape();
var points = [
new Box2D.Common.Math.b2Vec2(0,0),
new Box2D.Common.Math.b2Vec2(40/scale,50/scale),
new Box2D.Common.Math.b2Vec2(50/scale,100/scale),
new Box2D.Common.Math.b2Vec2(-50/scale,100/scale),
new Box2D.Common.Math.b2Vec2(-40/scale,50/scale)
];
fixtureDef.shape.SetAsArray(points,points.length);
var body = world.CreateBody(bodyDef);
var fixture = body.CreateFixture(fixtureDef);
/*
所有的坐标都是相对于物体原点的.第一个点(0,0)开始于物体的原点,将被放置在物体的位置(230,50).
无须闭合多边形,Box2D会自动帮我们完成它.
所有的顶点必须以顺时针方向定义
*/
}
function createRectangularBody() {
var bodydef =new Box2D.Dynamics.b2BodyDef();
bodydef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodydef.position.x = 40 / scale;
bodydef.position.y = 100 / scale;
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.density = 1;//密度
fixtureDef.friction = 0.5;//摩擦系数
fixtureDef.restitution = 0.8;//弹性恢复系数
fixtureDef.shape = new Box2D.Collision.Shapes.b2PolygonShape();
fixtureDef.shape.SetAsBox(30/scale,50/scale);
var body = world.CreateBody(bodydef);
var fixture = body.CreateFixture(fixtureDef);
}
function createCircularBody() {
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.position.x = 130/scale;
bodyDef.position.y = 100/scale;
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.density = 1;
fixtureDef.friction = 0.5;
fixtureDef.restitution = 0.7;
fixtureDef.shape = new Box2D.Collision.Shapes.b2CircleShape(30/scale);
var body = world.CreateBody(bodyDef);
var fixture = body.CreateFixture(fixtureDef);
}
var timeStep = 1 / 60;
//按照Box2D手册建议的迭代数,速度是8,位置是3
var velocityIterations = 8;
var positionIterations = 3;
function animate() {
world.Step(timeStep,velocityIterations,positionIterations);
world.ClearForces();
world.DrawDebugData();
if(specialBody && specialBody.GetUserData().life <= 0){
world.DestroyBody(specialBody);//将物体从世界中移除
specialBody = undefined;
console.log("The special body was destroyed");
}
if(specialBody){
drawSpecialBody();
}
setTimeout(animate,timeStep);
}
function createFloor() {
var bodyDef = new Box2D.Dynamics.b2BodyDef;
bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
bodyDef.position.x = 640/2/scale;
bodyDef.position.y = 450/scale;
//fixture用来向body添加shape以实现碰撞检测
var fixtureDef = new Box2D.Dynamics.b2FixtureDef;
fixtureDef.density = 1.0;
fixtureDef.friction = 0.5;
fixtureDef.restitution = 0.2;
fixtureDef.shape = new Box2D.Collision.Shapes.b2PolygonShape;
fixtureDef.shape.SetAsBox(320/scale,10/scale);
var body = world.CreateBody(bodyDef);
var fixture = body.CreateFixture(fixtureDef);
}
var context;
function setupDebugDraw() {
context = document.getElementById(‘canvas‘).getContext(‘2d‘);
var debugDraw = new Box2D.Dynamics.b2DebugDraw();
//使用canvas绘图环境来绘制调试画面
debugDraw.SetSprite(context);
//设置绘图比例
debugDraw.SetDrawScale(scale);
//填充的透明度为0.3
debugDraw.SetFillAlpha(0.3);
//线条的宽度为1
debugDraw.SetLineThickness(1.0);
//绘制所有的shape和joint
debugDraw.SetFlags(Box2D.Dynamics.b2DebugDraw.e_shapeBit | Box2D.Dynamics.b2DebugDraw.e_jointBit);
//设置调制绘图模式
world.SetDebugDraw(debugDraw);
}原文地址:http://quietnight.blog.51cto.com/7163892/1917952