在Box2d Cocos2d中联系侦听器



我想在与物体发生碰撞后旋转精灵并向前移动。碰撞必须使用Box2d,因为我需要像素完美的碰撞。我有头和实现类的contactlistener,但我如何实现它在主类?

my .h file for contact listener

 #import "Box2D.h"
 #import <vector>
 #import <algorithm>
struct MyContact {   
    b2Fixture *fixtureA;   
b2Fixture *fixtureB;   
bool operator==(const MyContact& other) const  
{  
    return (fixtureA == other.fixtureA) && (fixtureB == other.fixtureB);  
}  
};
class MyContactListener : public b2ContactListener {
public:
std::vector<MyContact>_contacts;
MyContactListener();
~MyContactListener();
virtual void BeginContact(b2Contact* contact);
virtual void EndContact(b2Contact* contact);
virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);    
virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
};

这是我的。m文件的联系人监听器

    #import "MyContactListener.h"
MyContactListener::MyContactListener() : _contacts() {    
}    
MyContactListener::~MyContactListener() {    
}    
void MyContactListener::BeginContact(b2Contact* contact) {    
    // We need to copy out the data because the b2Contact passed in    
// is reused.    
MyContact myContact = { contact->GetFixtureA(), contact->GetFixtureB() };     
_contacts.push_back(myContact);     
}     
void MyContactListener::EndContact(b2Contact* contact) {     
    MyContact myContact = { contact->GetFixtureA(), contact->GetFixtureB() };    
    std::vector<MyContact>::iterator pos;    
    pos = std::find(_contacts.begin(), _contacts.end(), myContact);    
    if (pos != _contacts.end()) {    
        _contacts.erase(pos);    
    }    
}    
void MyContactListener::PreSolve(b2Contact* contact, const b2Manifold* oldManifold) {    
}     
void MyContactListener::PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) {    
}     

在主类中我有

contactListner = new MyContactListener;
world->SetContactListener(contactListner);

在此之后,我如何检查调度程序方法中的冲突?

Thanks for the help

在调度方法中,循环遍历联系人,检查碰撞是否ok:

for(pos = _contactListener->_contacts.begin(); 
        pos != _contactListener->_contacts.end(); ++pos) {
            MyContact contact = *pos;
     if(contact->fixtureA == ball && contact->fixtureB == wall){
        //Do something
     }
}

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