Box2D 開源實體引擎,第一次接觸,主要用途應該是做遊戲,不過也可以作些簡單的頁面特性,比如切割粉碎。拖動帶彈性系數。
從寫了個控制小球運動,可以方向鍵控制左右和彈跳,碰到障礙物就死掉的DEMO來試試。
示範位址: null
![](https://img.laitimes.com/img/__Qf2AjLwojIjJCLyojI0JCLiIXZ05WZD9CX5RXa2Fmcn9CXwczLcVmds92czlGZvwVP9EUTDZ0aRJkSwk0LcxGbpZ2LcBDM08CXlpXazRnbvZ2LcRlMMVDT2EWNvwFdu9mZvwVPrRVT1I1MkZXUYpVd1kmYr50MZV3YyI2cKJDT29GRjBjUIF2LcRHelR3LcJzLctmch1mclRXY39zM0MDNyUDN5ATMyQDM0EDMy8CX0Vmbu4GZzNmLn9Gbi1yZtl2Lc9CX6MHc0RHaiojIsJye.jpg)
這裡注意的是,市面上有box2d JS 和 box2d Web2種js版本,有些小夥伴用老的box2d JS,那就不是這麼寫的了非常麻煩,而且box2d js不更新了,不建議學習使用。
<html>
<head>
<title>Box2dWeb example</title>
</head>
<body οnlοad="init();">
<img id="tulip" style="display: none" src="33.jpg" alt="The Tulip" />
<canvas id="canvas" width="900" height="600"></canvas>
</body>
<script type="text/javascript" src="Box2dWeb-2.1.a.3.min.js"></script>
<script type="text/javascript">
var world;
function init() {
var b2Vec2 = Box2D.Common.Math.b2Vec2
, b2BodyDef = Box2D.Dynamics.b2BodyDef
, b2Body = Box2D.Dynamics.b2Body
, b2FixtureDef = Box2D.Dynamics.b2FixtureDef
, b2Fixture = Box2D.Dynamics.b2Fixture
, b2World = Box2D.Dynamics.b2World
, b2MassData = Box2D.Collision.Shapes.b2MassData
, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape
, b2CircleShape = Box2D.Collision.Shapes.b2CircleShape
, b2DebugDraw = Box2D.Dynamics.b2DebugDraw
, b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef
, b2WeldJointDef = Box2D.Dynamics.Joints.b2WeldJointDef
;
world = new b2World(
new b2Vec2(0,10) //gravity 重力的方向,力度 機關牛,10就是重力加速度G
, true //allow sleep
);
var fixDef = new b2FixtureDef; //剛體建立
fixDef.density = 1.0; //密度
fixDef.friction = 0.5; //摩擦力 加大了之後正方形被推動就比較不容易動
fixDef.restitution = 0.8; //彈性系數,1應該就是不衰減,大于1反而越來越快
var bodyDef = new b2BodyDef;
//create ground
bodyDef.type = b2Body.b2_staticBody;
bodyDef.position.x = 1; //機關是米,一米是30像素。
bodyDef.position.y = 19.8;
//以下試圖建立四邊框(用剛體來做,遊戲四邊的場景邊框,不然會掉出去)
fixDef.shape = new b2PolygonShape;
fixDef.shape.SetAsBox(30, 0.1); //長寬應該(寬長,xy對應)
world.CreateBody(bodyDef).CreateFixture(fixDef);
fixDef.shape.SetAsBox(0.1, 20);
bodyDef.position.Set(0.1, 0.1);
world.CreateBody(bodyDef).CreateFixture(fixDef);
fixDef.shape.SetAsBox(30, 0.1);
bodyDef.position.Set(0.1, 0.1);
world.CreateBody(bodyDef).CreateFixture(fixDef);
fixDef.shape.SetAsBox(0.1, 20);
bodyDef.position.Set(29.8, 0.1);
world.CreateBody(bodyDef).CreateFixture(fixDef);
//在場景中制作台階
fixDef.shape.SetAsBox(3, 0.1);
bodyDef.position.Set(10, 18.5);
world.CreateBody(bodyDef).CreateFixture(fixDef);
var mouseX, mouseY,selectBody, keyBoll,vX, vY,keyVelocity,Death = false,barrier;
var canvasPosition = getElementPosition(document.getElementById("canvas"));
var context = document.getElementById("canvas").getContext("2d");
var img=document.getElementById("tulip");
//在場景中的空中放置一個正方形
bodyDef.type = b2Body.b2_dynamicBody;
fixDef.shape = new b2PolygonShape();
fixDef.shape.SetAsBox(1,1); //30px * 30px 的矩形
fixDef.restitution = 2; //改變彈性系數,如果撞到他會更快的反彈
bodyDef.position.Set(10,13); //矩形陷阱的放置位置
console.log(fixDef.shape.GetVertices() );
console.log(typeof fixDef.shape.GetVertices()[0] );
selectBody = world.CreateBody(bodyDef).CreateFixture(fixDef).GetBody();
//建個連結器。把矩形固定在場景中
var jointDef = new b2MouseJointDef();
jointDef.bodyA = world.GetGroundBody();
jointDef.bodyB = selectBody;
//矩形和場景本體相連
jointDef.target.Set(10, 13);
//連接配接位置
jointDef.collideConnected = true;
//是否碰撞。要碰。不然就是根線,不能固定用
jointDef.maxForce = 3000.0;
//最大力,如果設定過小,會被從固定位置撞開
world.CreateJoint(jointDef);
//連接配接器加入世界
// 建立釘子
fixDef.restitution = 0;
fixDef.friction = 5000
fixDef.shape = new b2PolygonShape;
var vArray = [new b2Vec2(0,-0.5),new b2Vec2(0.25,0.5),new b2Vec2(-0.25,0.5)]
fixDef.shape.SetAsVector(vArray, 3);
//建立一個三角形這裡要注意了,Vector字面是向量,其實穿進去的是三角形頂點坐标List,3是頂點個數。而且要順時針方向,不然無法實體判定。
bodyDef.position.Set(15,19.5);
barrier = world.CreateBody(bodyDef).CreateFixture(fixDef).GetBody();
//建立連接配接,這個WeldJoint看字面就知道,是剛體連接配接,上面那個連接配接會被力改變,會旋轉。這個就是焊死了。相當于固定
jointDef = new b2WeldJointDef();
jointDef.bodyA = world.GetGroundBody();
jointDef.bodyB = barrier;
jointDef.localAnchorA = new b2Vec2(15, 19.3)
jointDef.localAnchorB = barrier.GetLocalCenter();
jointDef.collideConnected = true;
world.CreateJoint(jointDef);
//建立主角--一個球
fixDef.restitution = 0.8;
fixDef.shape = new b2CircleShape(1);
bodyDef.position.Set(1,19.5);
bodyDef.userData=img;
//給球上圖檔
keyBoll = world.CreateBody(bodyDef).CreateFixture(fixDef).GetBody();
//把這個球的body記錄下來。
/**
這裡是點選小球在滑鼠位置降落下來的 監聽。
document.addEventListener("mousedown", function(e) {
mouseX = (e.layerX - canvasPosition.x) / 30;
mouseY = (e.layerY - canvasPosition.y) / 30;
}, true);
document.addEventListener("mouseup", function(e) {
fixDef.shape = new b2CircleShape(0.5);
bodyDef.position.Set(mouseX,mouseY);
selectBody = world.CreateBody(bodyDef).CreateFixture(fixDef).GetBody();
vX = (e.layerX - canvasPosition.x) / 30 - mouseX;
vY = (e.layerY - canvasPosition.y) / 30 - mouseY;
selectBody.ApplyImpulse( new b2Vec2(vX*5,vY*5), selectBody.GetLocalCenter());
}, true);
**/
//監控鍵盤事件
document.addEventListener("keydown", function(e) {
var theEvent = window.event || e;
var code = theEvent.keyCode || theEvent.which;
console.log(code);
var keyVelocity = keyBoll.GetLinearVelocity();
//按上方向鍵:
if(code==38){
//判定是不是y方向速度為0 ,我要球落地挺穩才讓他繼續下一次起跳,不然會越來越高。
if (keyVelocity.y == 0) {
//給一個y方向20的向上加速度。算下10的重力。應該也就2秒就下落了。
keyBoll.ApplyImpulse(new b2Vec2(0,-20), keyBoll.GetWorldCenter());
}
}
//左按鍵
if(code==37){
keyBoll.SetAwake(true);
//喚醒目标,并直接給向左10的速度,這裡和上不一樣,是直接替換速度,并不是加速度,是以Y方向的速度還需要加入。
keyBoll.SetLinearVelocity(new b2Vec2(-10,keyVelocity.y), keyBoll.GetWorldCenter());
}
//右按鍵
if(code==39){
keyBoll.SetAwake(true);
//同理
keyBoll.SetLinearVelocity(new b2Vec2(10,keyVelocity.y), keyBoll.GetWorldCenter());
}
}, false);
//監聽按鍵彈起,并給個減速(也可以直接熟讀至0)看個人喜好。
document.addEventListener("keyup", function(e) {
var theEvent = window.event || e;
var code = theEvent.keyCode || theEvent.which;
console.log(code);
if(code==37){
keyBoll.ApplyImpulse(new b2Vec2(10,0), keyBoll.GetWorldCenter());
}
if(code==39){
keyBoll.ApplyImpulse(new b2Vec2(-10,0), keyBoll.GetWorldCenter());
}
}, false);
//setup debug draw
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(document.getElementById("canvas").getContext("2d"));
debugDraw.SetDrawScale(30.0);
debugDraw.SetFillAlpha(0.3);
debugDraw.SetLineThickness(2.0);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
world.SetDebugDraw(debugDraw);
window.setInterval(update, 1000 / 60); //配置偵數
//官網的例子裡的一個canvans定位函數
function getElementPosition(element) {
var elem=element, tagname="", x=0, y=0;
while((typeof(elem) == "object") && (typeof(elem.tagName) != "undefined")) {
y += elem.offsetTop;
x += elem.offsetLeft;
tagname = elem.tagName.toUpperCase();
if(tagname == "BODY")
elem=0;
if(typeof(elem) == "object") {
if(typeof(elem.offsetParent) == "object")
elem = elem.offsetParent;
}
}
return {x: x, y: y};
}
function update() {
var a = 1 / 60;
//如果2個球被被喚醒了,并且球和釘子在一定範圍内,則說明撞到釘子了。GameOver 并且把重新整理率置99999,表示不動了。
if (barrier.IsAwake() && keyBoll.IsAwake()) {
if (barrier.GetPosition().x + 2 > keyBoll.GetPosition().x && barrier.GetPosition().x - 2 < keyBoll.GetPosition().x ) {
alert("Game Over");
a = 999999;
}
console.log(barrier.GetPosition());
console.log(keyBoll.GetPosition());
}
world.Step(
a //frame-rate
, 10 //velocity iterations
, 10 //position iterations
);
world.DrawDebugData();
//貼圖
context.save();
context.translate(keyBoll.GetPosition().x*30,keyBoll.GetPosition().y*30);
context.rotate(keyBoll.GetAngle());
context.drawImage(keyBoll.GetUserData(),-keyBoll.GetUserData().width/2,-keyBoll.GetUserData().height/2);
context.restore();
world.ClearForces();
};
};
</script>
</html>