box2d javascript

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Knowledge about box2d

The cocos2d-x engine supports two physical engines, box2d and chipmunk, respectively. It is usually used as box2d. The concepts in box2d are as follows. World, body, bodydef, fixture, fixturedef, shape, and joint) and link definition (jointdef ). World: two steps are required to create a world: 1. Generate a Gravity Vector. 2. generate an object based on the grav

Collision handling of EdgeShape in Box2D

Sometimes two bodies need to be precise to an edge during collision. Therefore, when creating a body, you need to create multiFixture, that is, a combination of multiple fixture. In earlier Box2D versions, PolygonShape has the setAsEdge method to set the fixture of each edge. After v2.2.1, only the setAsBox method is available. Method 1: You can add an Edg to the position of each edge. Sometimes two bodies need to be precise to an edge during collisio

BOX2D circle surrounding boundary of cocos2d-x Practical Effect

BOX2D circle surrounding boundary of cocos2d-x Practical Effect This article is based on the cocos2d-x2.2.3, not written in Versions later than 3.0, just provide a way of thinking, to facilitate other scenarios in the future to use this function can be referred, the basic knowledge of the box2d physical engine is not detailed. For more information, see other technical documents. To use the

Libgdx Box2D Practice --- release the ball (3: Combination of common body and genie Rules)

Libgdx Box2D Practice --- release the ball (3: Combination of common body and genie Rules) Today we will introduce how the rule body works with images. In the previous article, I introduced the basic knowledge of box2D. If you are careful, you will search for simple online demos. I will not write those. What should I do if I use an image to represent my body instead of a simple line? Next, I will take the

Circular bounding boundary of the box2d of cocos2d-x practical effect

This article is based on cocos2d-x2.2.3, not written in the version after 3.0, simply provides a way to use this feature point in the future, and does not give a detailed account of the basic knowledge of box2d physics engine, please refer to other technical documents by yourself.Using the box2d physics engine, we usually need to give ourselves a boundary to limit the body's range of activity, most commonly

Example introduction to box2d physical engine in Cocos2d-x: Using Joints

Next we will use box2d physical engine technology for refactoring. This allows you to understand how to use joint constraints in box2d.The code for using joints in helloworldscene. cpp is as follows: [HTML]View plaincopy Void helloworld: addnewspriteatposition (vec2 P) { Log ("add sprite % 0.2f X % 02.f", p. x, P. y ); // Create a physical engine genie object Auto spritea = sprite: Create ("boxa2.png"); ① Spritea-> setposition (P ); This->

[Cocos2dx development skills 3] use of cocosbuilder-box2d

); CCB_MEMBERVARIABLEASSIGNER_GLUE(this, "wright", CCSprite *, this->wright); return false; } Create a box2d object: virtual void onNodeLoaded(cocos2d::CCNode * pNode, cocos2d::extension::CCNodeLoader * pNodeLoader) { GB2ShapeCache::sharedGB2ShapeCache()->addShapesWithFile("apple_pe.plist"); MyWorld::init(); MyPhysicsSprite::attach(this, apple, false, "apple"); MyPhysicsSprite::attach(this, ground, true);

Cocos2dx Box2D details how to set the object's response force, cocos2dxbox2d

Cocos2dx Box2D details how to set the object's response force, cocos2dxbox2d Cocos2dx Box2D details how to set the response force of an object DionysosLai (906391500@qq.com) In box2d, objects have three attributes: 1.DensityThe mass (that is, the density) of a unit volume means that an object with a higher density has more quality and is more difficult to move. 2

The sprite in the Cocos2d-x is used to drive the body movement of Box2D (used to make variable organs in the platform game)

I haven't written any articles for a long time. Let's get one. This method is used to create fat bird adventure. Box2D is used in fat bird adventure for Physical Simulation and collision detection. Therefore, a b2body is required for each organ. Then, "Fat Bird" was designed according to "Super Mario Brothers", so the agency can be a platform for various motion tracks, round-robin turtles, and jumping turtles. If

Cocos2d-x box2d simple object (1)

The physical world of box2d has a world to maintain. You can create simple objects, circles, rectangles, triangles, and polygon. Polygon supports only Convex Polygon and a maximum of 8 vertices. There are three types of box2d objects: dynamic, static, and kinematic ). Dynamic objects can be forced, collided, and moved. Static objects cannot be moved, they cannot be moved, and they can be involved in a coll

Basic box2d knowledge

I. Concepts of box2d 1.1Rigid Body, particle, only the position has no size Static rigid body: the static rigid body has no quality and no speed. You can manually change its position. Motion rigid body: the motion rigid body has no quality, but can have a speed. You can update the position on your own. Dynamic rigid body: the dynamic rigid body has both quality and speed. Create a Rigid Body B2bodydef bodydef; // defines a rigid bodydef. type = b

Cocos2d Study Notes (10) Physical engine box2d 4

Today, let's take a look at how to create an irregular shape. In box2d, you can set multiple vertex for a shape, so that you may generate a custom shape, such In this way, a custom shape is created. Note the following when creating a custom shape: 1. the vertex position is relative to the center of the body 2. the vertex needs to be defined clockwise. 3. the maximum number of vertices cannot exceed 8. The larger the number, the more expensive t

Lame note 28-cocos2d-x-3.2 box2d physical engine collision module Introduction

Previous review This famous saying goes:Never measure the height of a mountain-Unless you have reached the peak, you will know how low the mountains are.[Hamadho] In the previous article, we learned the common module of one of the three main modules of the box2d physical engine. This module mainly includes settings, memory management, and vector mathematics. This time, I learned about the collison module. Introduction This collision module includ

Both box2D inclined friction and sprite Orientation

an inclined object, there is only one contact point between it and the inclined surface, so there is no friction, which will cause distortion of the player's motion state. If the player's fixedRotation is set to false, it can be rotated. In this case, the friction is normal, but the player's sprite image also rotates, but sometimes it is expected that the sprite remains upright. Solution: 1. Always fixedRotation = true, When the player is on the slope, the player body is constructed into a

Cocos2d-x's box2d Preliminary examination

;createfixture (FIXTUREDEF);Config Cocos shapeAuto S=sprite::create ();S->settexturerect (Rect (0,0,0.5*2*ratio,0.5*2*ratio));AddChild (s);S->setposition (Point (Def.position.x*ratio,def.position.y*ratio));Groundbody->setuserdata (s);}void Helloworld::addground () {B2bodydef def;DEF.POSITION=B2VEC2 (400/ratio,0);Def.type=b2_staticbody;B2body *body=world->createbody (DEF);B2polygonshape Groundshape;Groundshape.setasbox (400/ratio,0.5);B2fixturedef Fixuredef;Fixuredef.density=1;fixuredef.friction=

Cocos2d-x box2d physical engine compilation settings

Find the Solution Testcpp project. Open its properties = "C + + =" preprocessor = = = "Processor definition. Join "Cc_enable_box2d_integration=1", Change "cc_enable_chipmunk_integration=0", open Libextensions project same find preprocessor definition, add "cc_ Enable_box2d_integration=1 ", delete" Cc_enable_chipmunk_integration=1 "watermark/2/text/ahr0cdovl2jsb2cuy3nkbi5uzxqvb3lhbmd5dwz1/font/5a6l5l2t/fontsize/400/fill/i0jbqkfcma==/ Dissolve/70/gravity/southeast "width=" 650 "height=" 501 "style

Box2d v2.1.0 user manual translation-Chapter 1 dynamics module)

Chapter 2 dynamics module 05th Overview The dynamic module is the most complex part of box2d, and you have the most interaction with this module. The dynamic module is built on the basis of the general and collision modules. Now you should understand these two modules. The dynamic module includes the following classes: • Shape and fixture) • Rigid Body • Contact • Joint • World • Listener (listener) These classes are mutually dependent and it

Box2D collision filtering rules

MyContactFilter;_ World-> SetContactFilter (cf ); In this way, no matter how you set the fixture groupIndex, maskBits, and categoryBits, all the bodies will collide.[Note] In box2d, b2World, b2ContactFilter, and b2ContactListener are a few classes that are not managed by the engine and need to be new by themselves. Remember to delete them in the destructor. If the custom contactFilter is not a member variable, you can release it in the Destructor as

Notes on how to make BOX2D debug draw in cocos2d-x 2.0

Original article: These two days to play cocos2d-x and box2d, found that cocos2d-x version 2.0 to use the old method debug rendering will be wrong, so found a new method to debug draw: First, add the following in your header file: Public: //..... Virtual void draw (); //..... Then implement it in your cpp: Void HelloWorld: draw () {CCLayerColor: draw (); ccglablevertexattribs (attri); kmGLPushMatrix (); glScalef (CC_CONTENT_SCALE_FACTOR

RUBE box2d editor, rubebox2d

RUBE box2d editor, rubebox2d 1. Right-click and hold the mouse to move the scene. The scroll wheel of the mouse can zoom in or out the view. 2. Click the red right button (ctrl + R) to run the program from the player's perspective. 3. When running a program in the player's perspective, click a space to simulate the running, and then click a space to end the simulation. 4. In the simulated running state, you can move the object with the mouse, righ

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