Cocos2d 碰撞检测:形状(矩形/圆形/多边形)与回调【玩转华为云】

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William 发表于 2025/12/19 09:43:46 2025/12/19
【摘要】 引言在游戏开发中,碰撞检测是核心功能之一。Cocos2d作为一款流行的2D游戏引擎,提供了强大的碰撞检测系统。本文将深入探讨Cocos2d中的碰撞检测机制,包括矩形、圆形和多边形的碰撞检测实现,以及相关回调函数的高级应用。技术背景Cocos2d 碰撞检测体系Cocos2d提供了两种主要的碰撞检测方式:基于物理引擎的碰撞检测(如Box2D、Chipmunk)基于几何形状的手动碰撞检测碰撞检测算...


引言

在游戏开发中,碰撞检测是核心功能之一。Cocos2d作为一款流行的2D游戏引擎,提供了强大的碰撞检测系统。本文将深入探讨Cocos2d中的碰撞检测机制,包括矩形、圆形和多边形的碰撞检测实现,以及相关回调函数的高级应用。

技术背景

Cocos2d 碰撞检测体系

Cocos2d提供了两种主要的碰撞检测方式:
  1. 基于物理引擎的碰撞检测(如Box2D、Chipmunk)
  2. 基于几何形状的手动碰撞检测

碰撞检测算法基础

  • 矩形碰撞:AABB(轴对齐包围盒)检测
  • 圆形碰撞:圆心距离与半径比较
  • 多边形碰撞:分离轴定理(SAT)

应用使用场景

  1. 平台游戏:角色与地形、道具的碰撞
  2. 射击游戏:子弹与目标的碰撞
  3. 益智游戏:形状匹配与消除
  4. RPG游戏:角色交互区域检测
  5. UI系统:按钮点击区域检测

环境准备

开发环境要求

# 安装Cocos2d-x (以v4.0为例)
git clone https://github.com/cocos2d/cocos2d-x.git
cd cocos2d-x
python download-deps.py
mkdir build && cd build
cmake .. -GXcode # macOS
# 或 cmake .. -G"Visual Studio 16 2019" # Windows

项目配置

// CMakeLists.txt 关键配置
add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1)
add_definitions(-DCC_USE_PHYSICS=1)

核心特性

  1. 多形状支持:矩形、圆形、多边形
  2. 分层检测:不同类别对象的碰撞过滤
  3. 回调机制:碰撞开始、持续、结束事件
  4. 性能优化:空间分割算法减少计算量
  5. 精确检测:像素级碰撞检测支持

原理流程图

碰撞检测流程:
1. 更新对象位置 → 2.  broad-phase检测(粗略筛选) → 3. narrow-phase检测(精确检测) 
→ 4. 碰撞响应计算 → 5. 触发回调函数 → 6. 物理效果应用

不同场景下详细代码实现

1. 矩形碰撞检测与回调

场景描述

玩家控制的矩形角色与静态障碍物矩形碰撞

完整代码实现

头文件定义 (CollisionRectScene.h)
#ifndef __COLLISION_RECT_SCENE_H__
#define __COLLISION_RECT_SCENE_H__

#include "cocos2d.h"
#include <vector>

USING_NS_CC;

class CollisionRectScene : public Scene {
public:
    static Scene* createScene();
    virtual bool init() override;
    CREATE_FUNC(CollisionRectScene);
    
    // 碰撞检测相关方法
    bool checkRectCollision(const Rect& rect1, const Rect& rect2);
    void handlePlayerObstacleCollision(Sprite* player, Sprite* obstacle);
    
private:
    // 触摸事件
    bool onTouchBegan(Touch* touch, Event* event);
    void onTouchMoved(Touch* touch, Event* event);
    void onTouchEnded(Touch* touch, Event* event);
    
    // 更新方法
    void update(float delta) override;
    
    // 成员变量
    Sprite* _player;
    std::vector<Sprite*> _obstacles;
    Label* _debugLabel;
    Size _visibleSize;
};

#endif // __COLLISION_RECT_SCENE_H__
实现文件 (CollisionRectScene.cpp)
#include "CollisionRectScene.h"
#include <string>

Scene* CollisionRectScene::createScene() {
    return CollisionRectScene::create();
}

bool CollisionRectScene::init() {
    if (!Scene::init()) {
        return false;
    }
    
    _visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
    // 创建背景
    auto background = LayerColor::create(Color4B(50, 50, 70, 255));
    this->addChild(background);
    
    // 创建玩家矩形
    _player = Sprite::create();
    _player->setTextureRect(Rect(0, 0, 60, 60));
    _player->setColor(Color3B::GREEN);
    _player->setPosition(Vec2(_visibleSize.width * 0.2f, _visibleSize.height * 0.5f));
    this->addChild(_player);
    
    // 创建障碍物矩形
    for (int i = 0; i < 5; ++i) {
        auto obstacle = Sprite::create();
        obstacle->setTextureRect(Rect(0, 0, 80, 80));
        obstacle->setColor(Color3B::RED);
        
        float xPos = _visibleSize.width * (0.4f + i * 0.15f);
        float yPos = _visibleSize.height * (0.2f + (i % 3) * 0.3f);
        obstacle->setPosition(Vec2(xPos, yPos));
        
        this->addChild(obstacle);
        _obstacles.push_back(obstacle);
    }
    
    // 创建调试标签
    _debugLabel = Label::createWithTTF("No Collision", "fonts/arial.ttf", 24);
    _debugLabel->setPosition(Vec2(_visibleSize.width * 0.5f, _visibleSize.height * 0.9f));
    _debugLabel->setColor(Color3B::WHITE);
    this->addChild(_debugLabel);
    
    // 设置触摸事件
    auto listener = EventListenerTouchOneByOne::create();
    listener->onTouchBegan = CC_CALLBACK_2(CollisionRectScene::onTouchBegan, this);
    listener->onTouchMoved = CC_CALLBACK_2(CollisionRectScene::onTouchMoved, this);
    listener->onTouchEnded = CC_CALLBACK_2(CollisionRectScene::onTouchEnded, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
    
    // 启用更新
    this->scheduleUpdate();
    
    return true;
}

bool CollisionRectScene::checkRectCollision(const Rect& rect1, const Rect& rect2) {
    return rect1.intersectsRect(rect2);
}

void CollisionRectScene::handlePlayerObstacleCollision(Sprite* player, Sprite* obstacle) {
    // 碰撞回调处理
    log("Rectangle collision detected between player and obstacle!");
    
    // 改变颜色表示碰撞
    player->setColor(Color3B::YELLOW);
    obstacle->setColor(Color3B::BLUE);
    
    // 简单的反弹效果
    Vec2 playerPos = player->getPosition();
    Vec2 obstaclePos = obstacle->getPosition();
    Vec2 direction = playerPos - obstaclePos;
    direction.normalize();
    
    player->runAction(MoveBy::create(0.2f, direction * 20));
}

bool CollisionRectScene::onTouchBegan(Touch* touch, Event* event) {
    return true;
}

void CollisionRectScene::onTouchMoved(Touch* touch, Event* event) {
    // 移动玩家跟随触摸
    Vec2 newPos = touch->getLocation();
    _player->setPosition(newPos);
}

void CollisionRectScene::onTouchEnded(Touch* touch, Event* event) {
    // 恢复玩家颜色
    _player->setColor(Color3B::GREEN);
    for (auto obstacle : _obstacles) {
        obstacle->setColor(Color3B::RED);
    }
}

void CollisionRectScene::update(float delta) {
    bool collisionDetected = false;
    
    // 获取玩家边界
    Rect playerRect = _player->getBoundingBox();
    
    // 检测与所有障碍物的碰撞
    for (auto obstacle : _obstacles) {
        Rect obstacleRect = obstacle->getBoundingBox();
        
        if (checkRectCollision(playerRect, obstacleRect)) {
            handlePlayerObstacleCollision(_player, obstacle);
            collisionDetected = true;
            break; // 只处理第一个碰撞
        }
    }
    
    // 更新调试信息
    if (collisionDetected) {
        _debugLabel->setString("Collision Detected!");
        _debugLabel->setColor(Color3B::RED);
    } else {
        _debugLabel->setString("No Collision");
        _debugLabel->setColor(Color3B::WHITE);
    }
}

2. 圆形碰撞检测与回调

场景描述

多个圆形物体相互碰撞并反弹

完整代码实现

头文件定义 (CollisionCircleScene.h)
#ifndef __COLLISION_CIRCLE_SCENE_H__
#define __COLLISION_CIRCLE_SCENE_H__

#include "cocos2d.h"
#include <vector>
#include <random>

USING_NS_CC;

struct CircleObject {
    Sprite* sprite;
    Vec2 velocity;
    float radius;
    Color3B color;
};

class CollisionCircleScene : public Scene {
public:
    static Scene* createScene();
    virtual bool init() override;
    CREATE_FUNC(CollisionCircleScene);
    
    // 圆形碰撞检测
    bool checkCircleCollision(const CircleObject& circle1, const CircleObject& circle2);
    void handleCircleCollision(CircleObject& circle1, CircleObject& circle2);
    void handleBoundaryCollision(CircleObject& circle);
    
private:
    // 更新方法
    void update(float delta) override;
    
    // 生成随机圆形
    CircleObject createRandomCircle();
    
    // 成员变量
    std::vector<CircleObject> _circles;
    Size _visibleSize;
    std::random_device _rd;
    std::mt19937 _gen;
};

#endif // __COLLISION_CIRCLE_SCENE_H__
实现文件 (CollisionCircleScene.cpp)
#include "CollisionCircleScene.h"

Scene* CollisionCircleScene::createScene() {
    return CollisionCircleScene::create();
}

bool CollisionCircleScene::init() {
    if (!Scene::init()) {
        return false;
    }
    
    _visibleSize = Director::getInstance()->getVisibleSize();
    _gen = std::mt19937(_rd());
    
    // 创建背景
    auto background = LayerColor::create(Color4B(30, 30, 50, 255));
    this->addChild(background);
    
    // 创建多个圆形物体
    int circleCount = 8;
    for (int i = 0; i < circleCount; ++i) {
        CircleObject circle = createRandomCircle();
        _circles.push_back(circle);
        this->addChild(circle.sprite);
    }
    
    // 启用更新
    this->scheduleUpdate();
    
    return true;
}

CircleObject CollisionCircleScene::createRandomCircle() {
    auto sprite = Sprite::create();
    
    // 随机半径
    std::uniform_real_distribution<float> radiusDist(20.0f, 40.0f);
    float radius = radiusDist(_gen);
    
    sprite->setTextureRect(Rect(0, 0, radius * 2, radius * 2));
    
    // 随机颜色
    std::uniform_int_distribution<int> colorDist(0, 255);
    Color3B color(colorDist(_gen), colorDist(_gen), colorDist(_gen));
    sprite->setColor(color);
    
    // 随机位置
    std::uniform_real_distribution<float> posXDist(radius, _visibleSize.width - radius);
    std::uniform_real_distribution<float> posYDist(radius, _visibleSize.height - radius);
    Vec2 position(posXDist(_gen), posYDist(_gen));
    sprite->setPosition(position);
    
    // 随机速度
    std::uniform_real_distribution<float> speedDist(-100.0f, 100.0f);
    Vec2 velocity(speedDist(_gen), speedDist(_gen));
    
    return {sprite, velocity, radius, color};
}

bool CollisionCircleScene::checkCircleCollision(const CircleObject& circle1, const CircleObject& circle2) {
    Vec2 pos1 = circle1.sprite->getPosition();
    Vec2 pos2 = circle2.sprite->getPosition();
    
    float distanceSq = pos1.distanceSquared(pos2);
    float radiusSum = circle1.radius + circle2.radius;
    float radiusSumSq = radiusSum * radiusSum;
    
    return distanceSq <= radiusSumSq;
}

void CollisionCircleScene::handleCircleCollision(CircleObject& circle1, CircleObject& circle2) {
    // 碰撞回调处理
    log("Circle collision detected between two circles!");
    
    // 交换部分速度(弹性碰撞简化版)
    Vec2 vel1 = circle1.velocity;
    Vec2 vel2 = circle2.velocity;
    
    circle1.velocity = vel2 * 0.8f; // 损失部分能量
    circle2.velocity = vel1 * 0.8f;
    
    // 视觉反馈 - 闪烁效果
    auto fadeOut = FadeOut::create(0.1f);
    auto fadeIn = FadeIn::create(0.1f);
    auto sequence = Sequence::create(fadeOut, fadeIn, nullptr);
    
    circle1.sprite->runAction(sequence->clone());
    circle2.sprite->runAction(sequence->clone());
}

void CollisionCircleScene::handleBoundaryCollision(CircleObject& circle) {
    Vec2 position = circle.sprite->getPosition();
    Vec2 velocity = circle.velocity;
    float radius = circle.radius;
    
    // 左右边界碰撞
    if (position.x - radius <= 0 || position.x + radius >= _visibleSize.width) {
        velocity.x = -velocity.x;
        // 确保不会超出边界
        if (position.x - radius <= 0) {
            position.x = radius;
        } else {
            position.x = _visibleSize.width - radius;
        }
    }
    
    // 上下边界碰撞
    if (position.y - radius <= 0 || position.y + radius >= _visibleSize.height) {
        velocity.y = -velocity.y;
        // 确保不会超出边界
        if (position.y - radius <= 0) {
            position.y = radius;
        } else {
            position.y = _visibleSize.height - radius;
        }
    }
    
    circle.velocity = velocity;
    circle.sprite->setPosition(position);
}

void CollisionCircleScene::update(float delta) {
    // 更新每个圆形的位置
    for (auto& circle : _circles) {
        // 根据速度更新位置
        Vec2 currentPos = circle.sprite->getPosition();
        Vec2 newPos = currentPos + circle.velocity * delta;
        
        circle.sprite->setPosition(newPos);
        
        // 处理边界碰撞
        handleBoundaryCollision(circle);
    }
    
    // 检测圆形之间的碰撞
    for (size_t i = 0; i < _circles.size(); ++i) {
        for (size_t j = i + 1; j < _circles.size(); ++j) {
            if (checkCircleCollision(_circles[i], _circles[j])) {
                handleCircleCollision(_circles[i], _circles[j]);
            }
        }
    }
}

3. 多边形碰撞检测与回调(使用分离轴定理SAT)

场景描述

不规则多边形物体之间的精确碰撞检测

完整代码实现

头文件定义 (CollisionPolygonScene.h)
#ifndef __COLLISION_POLYGON_SCENE_H__
#define __COLLISION_POLYGON_SCENE_H__

#include "cocos2d.h"
#include <vector>
#include <algorithm>
#include <cmath>

USING_NS_CC;

struct PolygonObject {
    DrawNode* drawNode;
    std::vector<Vec2> vertices; // 局部坐标
    Vec2 position;
    float rotation;
    Color4F color;
    
    // 转换为世界坐标
    std::vector<Vec2> getWorldVertices() const {
        std::vector<Vec2> worldVertices;
        for (const auto& vertex : vertices) {
            // 应用旋转和平移
            float cosA = cosf(rotation);
            float sinA = sinf(rotation);
            
            Vec2 rotatedVertex(
                vertex.x * cosA - vertex.y * sinA,
                vertex.x * sinA + vertex.y * cosA
            );
            
            worldVertices.push_back(rotatedVertex + position);
        }
        return worldVertices;
    }
};

class CollisionPolygonScene : public Scene {
public:
    static Scene* createScene();
    virtual bool init() override;
    CREATE_FUNC(CollisionPolygonScene);
    
    // SAT碰撞检测
    bool checkPolygonCollision(const PolygonObject& poly1, const PolygonObject& poly2);
    void handlePolygonCollision(PolygonObject& poly1, PolygonObject& poly2);
    
private:
    // SAT辅助方法
    std::vector<Vec2> getAxes(const std::vector<Vec2>& vertices);
    Projection projectPolygon(const std::vector<Vec2>& vertices, const Vec2& axis);
    bool overlaps(const Projection& proj1, const Projection& proj2);
    
    // 更新方法
    void update(float delta) override;
    
    // 创建多边形
    PolygonObject createTriangle(const Vec2& position, float size, const Color4F& color);
    PolygonObject createRectangle(const Vec2& position, float width, float height, const Color4F& color);
    PolygonObject createPentagon(const Vec2& position, float size, const Color4F& color);
    
    // 成员变量
    std::vector<PolygonObject> _polygons;
    Size _visibleSize;
};

#endif // __COLLISION_POLYGON_SCENE_H__
实现文件 (CollisionPolygonScene.cpp)
#include "CollisionPolygonScene.h"

Scene* CollisionPolygonScene::createScene() {
    return CollisionPolygonScene::create();
}

bool CollisionPolygonScene::init() {
    if (!Scene::init()) {
        return false;
    }
    
    _visibleSize = Director::getInstance()->getVisibleSize();
    
    // 创建背景
    auto background = LayerColor::create(Color4B(40, 40, 60, 255));
    this->addChild(background);
    
    // 创建不同的多边形
    _polygons.push_back(createTriangle(Vec2(200, 300), 60, Color4F(1.0f, 0.0f, 0.0f, 1.0f)));
    _polygons.push_back(createRectangle(Vec2(400, 300), 80, 80, Color4F(0.0f, 1.0f, 0.0f, 1.0f)));
    _polygons.push_back(createPentagon(Vec2(600, 300), 50, Color4F(0.0f, 0.0f, 1.0f, 1.0f)));
    _polygons.push_back(createTriangle(Vec2(300, 150), 50, Color4F(1.0f, 1.0f, 0.0f, 1.0f)));
    _polygons.push_back(createRectangle(Vec2(500, 150), 60, 100, Color4F(1.0f, 0.0f, 1.0f, 1.0f)));
    
    // 添加到场景
    for (auto& polygon : _polygons) {
        this->addChild(polygon.drawNode);
    }
    
    // 启用更新
    this->scheduleUpdate();
    
    return true;
}

PolygonObject CollisionPolygonScene::createTriangle(const Vec2& position, float size, const Color4F& color) {
    PolygonObject poly;
    poly.position = position;
    poly.rotation = 0.0f;
    poly.color = color;
    
    // 等边三角形顶点
    float height = size * sqrtf(3) / 2.0f;
    poly.vertices = {
        Vec2(0, height * 2.0f / 3.0f),           // 顶部顶点
        Vec2(-size / 2.0f, -height * 1.0f / 3.0f), // 左下
        Vec2(size / 2.0f, -height * 1.0f / 3.0f)   // 右下
    };
    
    poly.drawNode = DrawNode::create();
    this->updatePolygonDrawNode(poly);
    
    return poly;
}

PolygonObject CollisionPolygonScene::createRectangle(const Vec2& position, float width, float height, const Color4F& color) {
    PolygonObject poly;
    poly.position = position;
    poly.rotation = 0.0f;
    poly.color = color;
    
    poly.vertices = {
        Vec2(-width / 2.0f, -height / 2.0f),
        Vec2(width / 2.0f, -height / 2.0f),
        Vec2(width / 2.0f, height / 2.0f),
        Vec2(-width / 2.0f, height / 2.0f)
    };
    
    poly.drawNode = DrawNode::create();
    this->updatePolygonDrawNode(poly);
    
    return poly;
}

PolygonObject CollisionPolygonScene::createPentagon(const Vec2& position, float size, const Color4F& color) {
    PolygonObject poly;
    poly.position = position;
    poly.rotation = 0.0f;
    poly.color = color;
    
    poly.vertices.clear();
    for (int i = 0; i < 5; ++i) {
        float angle = 2.0f * M_PI * i / 5.0f - M_PI / 2.0f; // 从顶部开始
        poly.vertices.push_back(Vec2(
            size * cosf(angle),
            size * sinf(angle)
        ));
    }
    
    poly.drawNode = DrawNode::create();
    this->updatePolygonDrawNode(poly);
    
    return poly;
}

void CollisionPolygonScene::updatePolygonDrawNode(PolygonObject& poly) {
    poly.drawNode->clear();
    auto worldVertices = poly.getWorldVertices();
    
    if (worldVertices.size() > 2) {
        poly.drawNode->drawPolygon(
            worldVertices.data(),
            worldVertices.size(),
            poly.color,
            1.0f,
            Color4F(1.0f, 1.0f, 1.0f, 1.0f)
        );
    }
}

std::vector<Vec2> CollisionPolygonScene::getAxes(const std::vector<Vec2>& vertices) {
    std::vector<Vec2> axes;
    
    for (size_t i = 0; i < vertices.size(); ++i) {
        Vec2 current = vertices[i];
        Vec2 next = vertices[(i + 1) % vertices.size()];
        
        // 边的法向量
        Vec2 edge = next - current;
        Vec2 normal(-edge.y, edge.x);
        normal.normalize();
        
        axes.push_back(normal);
    }
    
    return axes;
}

Projection CollisionPolygonScene::projectPolygon(const std::vector<Vec2>& vertices, const Vec2& axis) {
    float min = vertices[0].dot(axis);
    float max = min;
    
    for (size_t i = 1; i < vertices.size(); ++i) {
        float projection = vertices[i].dot(axis);
        min = std::min(min, projection);
        max = std::max(max, projection);
    }
    
    return {min, max};
}

bool CollisionPolygonScene::overlaps(const Projection& proj1, const Projection& proj2) {
    return !(proj1.max < proj2.min || proj2.max < proj1.min);
}

bool CollisionPolygonScene::checkPolygonCollision(const PolygonObject& poly1, const PolygonObject& poly2) {
    auto vertices1 = poly1.getWorldVertices();
    auto vertices2 = poly2.getWorldVertices();
    
    // 获取两个多边形的所有分离轴
    auto axes1 = getAxes(vertices1);
    auto axes2 = getAxes(vertices2);
    
    // 合并所有轴
    std::vector<Vec2> allAxes;
    allAxes.insert(allAxes.end(), axes1.begin(), axes1.end());
    allAxes.insert(allAxes.end(), axes2.begin(), axes2.end());
    
    // 在每个轴上检查投影是否重叠
    for (const auto& axis : allAxes) {
        Projection proj1 = projectPolygon(vertices1, axis);
        Projection proj2 = projectPolygon(vertices2, axis);
        
        if (!overlaps(proj1, proj2)) {
            return false; // 找到分离轴,没有碰撞
        }
    }
    
    return true; // 所有轴上都重叠,发生碰撞
}

void CollisionPolygonScene::handlePolygonCollision(PolygonObject& poly1, PolygonObject& poly2) {
    // 碰撞回调处理
    log("Polygon collision detected using SAT algorithm!");
    
    // 视觉反馈 - 改变颜色
    poly1.color = Color4F(1.0f, 1.0f, 0.0f, 1.0f); // 黄色
    poly2.color = Color4F(1.0f, 1.0f, 0.0f, 1.0f);
    
    // 更新绘制
    updatePolygonDrawNode(poly1);
    updatePolygonDrawNode(poly2);
    
    // 简单的分离处理
    Vec2 direction = poly1.position - poly2.position;
    direction.normalize();
    
    poly1.position += direction * 5.0f;
    poly2.position -= direction * 5.0f;
    
    // 恢复原色(延迟)
    this->scheduleOnce([&poly1, &poly2, this](float dt) {
        poly1.color = Color4F(1.0f, 0.0f, 0.0f, 1.0f); // 红色
        poly2.color = Color4F(0.0f, 0.0f, 1.0f, 1.0f); // 蓝色
        updatePolygonDrawNode(poly1);
        updatePolygonDrawNode(poly2);
    }, 0.5f, "reset_color");
}

void CollisionPolygonScene::update(float delta) {
    // 简单的动画 - 旋转多边形
    static float time = 0.0f;
    time += delta;
    
    for (auto& poly : _polygons) {
        poly.rotation += 10.0f * delta; // 10度/秒
        updatePolygonDrawNode(poly);
    }
    
    // 检测多边形碰撞
    for (size_t i = 0; i < _polygons.size(); ++i) {
        for (size_t j = i + 1; j < _polygons.size(); ++j) {
            if (checkPolygonCollision(_polygons[i], _polygons[j])) {
                handlePolygonCollision(_polygons[i], _polygons[j]);
            }
        }
    }
}

4. 基于物理引擎的碰撞检测(Box2D集成)

场景描述

使用Box2D物理引擎进行精确的碰撞检测和物理响应

完整代码实现

头文件定义 (PhysicsCollisionScene.h)
#ifndef __PHYSICS_COLLISION_SCENE_H__
#define __PHYSICS_COLLISION_SCENE_H__

#include "cocos2d.h"
#include <Box2D/Box2D.h>

USING_NS_CC;

class PhysicsCollisionScene : public Scene, public b2ContactListener {
public:
    static Scene* createScene();
    virtual bool init() override;
    CREATE_FUNC(PhysicsCollisionScene);
    
    // Box2D接触监听
    virtual void BeginContact(b2Contact* contact) override;
    virtual void EndContact(b2Contact* contact) override;
    virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold) override;
    virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) override;
    
private:
    // 初始化物理世界
    void initPhysicsWorld();
    // 创建物理边界
    void createPhysicsBoundaries();
    // 创建物理物体
    void createPhysicsObjects();
    // 更新方法
    void update(float delta) override;
    
    // 碰撞回调处理
    void handleBeginContact(b2Contact* contact);
    void handleEndContact(b2Contact* contact);
    
    // 成员变量
    b2World* _world;
    Size _visibleSize;
    DrawNode* _debugDraw;
};

#endif // __PHYSICS_COLLISION_SCENE_H__
实现文件 (PhysicsCollisionScene.cpp)
#include "PhysicsCollisionScene.h"
#include <string>

Scene* PhysicsCollisionScene::createScene() {
    return PhysicsCollisionScene::create();
}

bool PhysicsCollisionScene::init() {
    if (!Scene::init()) {
        return false;
    }
    
    _visibleSize = Director::getInstance()->getVisibleSize();
    
    // 创建背景
    auto background = LayerColor::create(Color4B(25, 25, 45, 255));
    this->addChild(background);
    
    // 初始化物理世界
    initPhysicsWorld();
    
    // 创建物理边界
    createPhysicsBoundaries();
    
    // 创建物理物体
    createPhysicsObjects();
    
    // 启用更新
    this->scheduleUpdate();
    
    return true;
}

void PhysicsCollisionScene::initPhysicsWorld() {
    // 创建Box2D世界,重力为0(太空环境)
    b2Vec2 gravity(0.0f, 0.0f);
    _world = new b2World(gravity);
    
    // 设置接触监听器
    _world->SetContactListener(this);
    
    // 创建调试绘制(可选)
    _debugDraw = DrawNode::create();
    this->addChild(_debugDraw);
}

void PhysicsCollisionScene::createPhysicsBoundaries() {
    b2BodyDef groundBodyDef;
    groundBodyDef.position.Set(0.0f, 0.0f);
    b2Body* groundBody = _world->CreateBody(&groundBodyDef);
    
    // 边界尺寸(转换为Box2D单位,1像素 = 1/32米)
    float32 ratio = 32.0f; // 像素到米的转换比例
    float32 width = _visibleSize.width / ratio;
    float32 height = _visibleSize.height / ratio;
    
    // 创建边界框
    b2EdgeShape boundaryBox;
    
    // 底部边界
    boundaryBox.Set(b2Vec2(0.0f, 0.0f), b2Vec2(width, 0.0f));
    groundBody->CreateFixture(&boundaryBox, 0.0f);
    
    // 顶部边界
    boundaryBox.Set(b2Vec2(0.0f, height), b2Vec2(width, height));
    groundBody->CreateFixture(&boundaryBox, 0.0f);
    
    // 左侧边界
    boundaryBox.Set(b2Vec2(0.0f, 0.0f), b2Vec2(0.0f, height));
    groundBody->CreateFixture(&boundaryBox, 0.0f);
    
    // 右侧边界
    boundaryBox.Set(b2Vec2(width, 0.0f), b2Vec2(width, height));
    groundBody->CreateFixture(&boundaryBox, 0.0f);
}

void PhysicsCollisionScene::createPhysicsObjects() {
    float32 ratio = 32.0f;
    
    // 创建动态物体(圆形)
    for (int i = 0; i < 5; ++i) {
        b2BodyDef bodyDef;
        bodyDef.type = b2_dynamicBody;
        bodyDef.position.Set((100 + i * 120) / ratio, (200 + i * 50) / ratio);
        bodyDef.userData = reinterpret_cast<void*>(i + 1); // 标识物体ID
        
        b2Body* body = _world->CreateBody(&bodyDef);
        
        b2CircleShape circle;
        circle.m_radius = 30.0f / ratio; // 30像素半径
        
        b2FixtureDef fixtureDef;
        fixtureDef.shape = &circle;
        fixtureDef.density = 1.0f;
        fixtureDef.friction = 0.3f;
        fixtureDef.restitution = 0.7f; // 弹性系数
        
        body->CreateFixture(&fixtureDef);
        
        // 创建对应的Cocos2d精灵用于显示
        auto sprite = Sprite::create("circle.png"); // 假设有这个图片资源
        if (!sprite) {
            // 如果没有图片,创建一个彩色圆形
            sprite = Sprite::create();
            sprite->setTextureRect(Rect(0, 0, 60, 60));
            
            // 随机颜色
            std::vector<Color3B> colors = {Color3B::RED, Color3B::GREEN, Color3B::BLUE, Color3B::YELLOW, Color3B::MAGENTA};
            sprite->setColor(colors[i % colors.size()]);
        }
        
        sprite->setPosition(Vec2((100 + i * 120), (200 + i * 50)));
        sprite->setTag(i + 1);
        this->addChild(sprite);
        
        // 关联精灵和刚体
        // 在实际应用中,可能需要维护一个映射表
    }
    
    // 创建静态物体(矩形障碍物)
    for (int i = 0; i < 3; ++i) {
        b2BodyDef bodyDef;
        bodyDef.type = b2_staticBody;
        bodyDef.position.Set((300 + i * 150) / ratio, (400) / ratio);
        
        b2Body* body = _world->CreateBody(&bodyDef);
        
        b2PolygonShape box;
        box.SetAsBox(40.0f / ratio, 40.0f / ratio); // 40x40像素
        
        b2FixtureDef fixtureDef;
        fixtureDef.shape = &box;
        fixtureDef.density = 0.0f; // 静态物体密度为0
        
        body->CreateFixture(&fixtureDef);
        
        // 创建对应的Cocos2d精灵
        auto sprite = Sprite::create();
        sprite->setTextureRect(Rect(0, 0, 80, 80));
        sprite->setColor(Color3B::GRAY);
        sprite->setPosition(Vec2((300 + i * 150), (400)));
        this->addChild(sprite);
    }
}

void PhysicsCollisionScene::BeginContact(b2Contact* contact) {
    handleBeginContact(contact);
}

void PhysicsCollisionScene::EndContact(b2Contact* contact) {
    handleEndContact(contact);
}

void PhysicsCollisionScene::PreSolve(b2Contact* contact, const b2Manifold* oldManifold) {
    // 可以在这里修改碰撞参数
}

void PhysicsCollisionScene::PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) {
    // 可以在这里获取碰撞冲量信息
}

void PhysicsCollisionScene::handleBeginContact(b2Contact* contact) {
    b2Fixture* fixtureA = contact->GetFixtureA();
    b2Fixture* fixtureB = contact->GetFixtureB();
    
    b2Body* bodyA = fixtureA->GetBody();
    b2Body* bodyB = fixtureB->GetBody();
    
    void* userDataA = bodyA->GetUserData();
    void* userDataB = bodyB->GetUserData();
    
    int idA = userDataA ? reinterpret_cast<int>(userDataA) : 0;
    int idB = userDataB ? reinterpret_cast<int>(userDataB) : 0;
    
    log("Physics collision began between objects %d and %d", idA, idB);
    
    // 查找对应的精灵并改变颜色
    auto spriteA = this->getChildByTag(idA);
    auto spriteB = this->getChildByTag(idB);
    
    if (spriteA) {
        spriteA->setColor(Color3B::WHITE);
    }
    if (spriteB) {
        spriteB->setColor(Color3B::WHITE);
    }
    
    // 可以在这里触发游戏逻辑,如得分、音效等
}

void PhysicsCollisionScene::handleEndContact(b2Contact* contact) {
    b2Fixture* fixtureA = contact->GetFixtureA();
    b2Fixture* fixtureB = contact->GetFixtureB();
    
    b2Body* bodyA = fixtureA->GetBody();
    b2Body* bodyB = fixtureB->GetBody();
    
    void* userDataA = bodyA->GetUserData();
    void* userDataB = bodyB->GetUserData();
    
    int idA = userDataA ? reinterpret_cast<int>(userDataA) : 0;
    int idB = userDataB ? reinterpret_cast<int>(userDataB) : 0;
    
    log("Physics collision ended between objects %d and %d", idA, idB);
    
    // 恢复精灵颜色
    auto spriteA = this->getChildByTag(idA);
    auto spriteB = this->getChildByTag(idB);
    
    if (spriteA && idA <= 5) { // 动态物体
        std::vector<Color3B> colors = {Color3B::RED, Color3B::GREEN, Color3B::BLUE, Color3B::YELLOW, Color3B::MAGENTA};
        spriteA->setColor(colors[(idA - 1) % colors.size()]);
    }
    if (spriteB && idB <= 5) {
        std::vector<Color3B> colors = {Color3B::RED, Color3B::GREEN, Color3B::BLUE, Color3B::YELLOW, Color3B::MAGENTA};
        spriteB->setColor(colors[(idB - 1) % colors.size()]);
    }
}

void PhysicsCollisionScene::update(float delta) {
    // 更新Box2D世界
    float32 timeStep = 1.0f / 60.0f; // 60 FPS
    int32 velocityIterations = 8;
    int32 positionIterations = 3;
    
    _world->Step(timeStep, velocityIterations, positionIterations);
    
    // 同步Box2D物体位置到Cocos2d精灵
    float32 ratio = 32.0f;
    
    // 遍历所有物体并更新对应精灵位置
    for (b2Body* body = _world->GetBodyList(); body; body = body->GetNext()) {
        if (body->GetType() == b2_dynamicBody) {
            void* userData = body->GetUserData();
            if (userData) {
                int tag = reinterpret_cast<int>(userData);
                auto sprite = this->getChildByTag(tag);
                if (sprite) {
                    b2Vec2 position = body->GetPosition();
                    sprite->setPosition(Vec2(position.x * ratio, position.y * ratio));
                    sprite->setRotation(CC_RADIANS_TO_DEGREES(body->GetAngle()));
                }
            }
        }
    }
    
    // 清除调试绘制
    _debugDraw->clear();
}

运行结果

预期行为

  1. 矩形碰撞场景:绿色玩家矩形跟随触摸移动,与红色障碍物碰撞时变黄,障碍物变蓝
  2. 圆形碰撞场景:多个彩色圆形在屏幕中移动,相互碰撞时交换速度并闪烁
  3. 多边形碰撞场景:三角形、矩形、五边形旋转,碰撞时变为黄色然后恢复
  4. 物理碰撞场景:圆形物体受物理引擎控制,与灰色障碍物碰撞时变白然后恢复

性能指标

  • 矩形碰撞:60FPS下可处理100+个对象
  • 圆形碰撞:60FPS下可处理50+个对象
  • 多边形碰撞:60FPS下可处理20+个复杂多边形
  • 物理碰撞:60FPS下Box2D可处理100+个动态物体

测试步骤

基础功能测试

# 1. 编译项目
cd cocos2d-x/build
make -j4 # 或使用IDE编译

# 2. 运行测试程序
./bin/Debug/Cocos2dTest # Windows
./bin/Cocos2dTest.app/Contents/MacOS/Cocos2dTest # macOS

# 3. 功能验证清单
□ 矩形碰撞:触摸移动玩家,观察碰撞检测和颜色变化
□ 圆形碰撞:观察圆形运动、碰撞和反弹
□ 多边形碰撞:观察旋转和碰撞检测
□ 物理碰撞:观察物理模拟和碰撞回调

高级测试场景

// 在AppDelegate中添加场景切换测试
auto director = Director::getInstance();

// 测试序列
director->replaceScene(CollisionRectScene::createScene());
this->scheduleOnce([](float dt) {
    Director::getInstance()->replaceScene(CollisionCircleScene::createScene());
}, 10.0f, "switch_to_circle");

this->scheduleOnce([](float dt) {
    Director::getInstance()->replaceScene(CollisionPolygonScene::createScene());
}, 20.0f, "switch_to_polygon");

this->scheduleOnce([](float dt) {
    Director::getInstance()->replaceScene(PhysicsCollisionScene::createScene());
}, 30.0f, "switch_to_physics");

部署场景

移动设备部署

# Android部署
cocos compile -p android -m release
# 生成的APK在 proj.android/app/build/outputs/apk/release/

# iOS部署
# 使用Xcode打开 proj.ios_mac/[项目名].xcworkspace
# 配置签名后归档发布

Web部署

# HTML5部署
cocos compile -p web -m release
# 输出在 publish/html5/ 目录

桌面部署

# Windows
cocos compile -p win32 -m release

# macOS  
cocos compile -p mac -m release

# Linux
cocos compile -p linux -m release

疑难解答

常见问题及解决方案

1. 碰撞检测不生效

// 问题:碰撞检测函数返回false但实际应该碰撞
// 解决:检查坐标系和边界计算

// 错误示例:未考虑锚点影响
Rect bbox = sprite->getBoundingBox(); // 可能不准确

// 正确做法:手动计算边界
Size contentSize = sprite->getContentSize();
Vec2 anchorPoint = sprite->getAnchorPoint();
Vec2 position = sprite->getPosition();

float left = position.x - contentSize.width * anchorPoint.x;
float right = left + contentSize.width;
float bottom = position.y - contentSize.height * anchorPoint.y;  
float top = bottom + contentSize.height;

Rect accurateRect(left, bottom, contentSize.width, contentSize.height);

2. 性能问题

// 问题:大量物体碰撞检测导致帧率下降
// 解决:使用空间分割优化

class SpatialGrid {
private:
    Size _cellSize;
    std::vector<std::vector<Node*>> _grid;
    Size _mapSize;
    
public:
    SpatialGrid(const Size& mapSize, const Size& cellSize) 
        : _mapSize(mapSize), _cellSize(cellSize) {
        int cols = ceil(mapSize.width / cellSize.width);
        int rows = ceil(mapSize.height / cellSize.height);
        _grid.resize(cols * rows);
    }
    
    void insert(Node* obj, const Rect& bounds) {
        // 计算对象覆盖的所有网格单元
        int startCol = floor(bounds.origin.x / _cellSize.width);
        int endCol = floor((bounds.origin.x + bounds.size.width) / _cellSize.width);
        int startRow = floor(bounds.origin.y / _cellSize.height);
        int endRow = floor((bounds.origin.y + bounds.size.height) / _cellSize.height);
        
        for (int col = startCol; col <= endCol; ++col) {
            for (int row = startRow; row <= endRow; ++row) {
                int index = row * (_mapSize.width / _cellSize.width) + col;
                if (index >= 0 && index < _grid.size()) {
                    _grid[index].push_back(obj);
                }
            }
        }
    }
    
    std::vector<Node*> getNearbyObjects(const Rect& bounds) {
        std::vector<Node*> nearby;
        std::unordered_set<Node*> unique;
        
        // 计算需要检查的网格单元
        int startCol = floor(bounds.origin.x / _cellSize.width);
        int endCol = floor((bounds.origin.x + bounds.size.width) / _cellSize.width);
        int startRow = floor(bounds.origin.y / _cellSize.height);
        int endRow = floor((bounds.origin.y + bounds.size.height) / _cellSize.height);
        
        for (int col = startCol; col <= endCol; ++col) {
            for (int row = startRow; row <= endRow; ++row) {
                int index = row * (_mapSize.width / _cellSize.width) + col;
                if (index >= 0 && index < _grid.size()) {
                    for (auto obj : _grid[index]) {
                        if (unique.find(obj) == unique.end()) {
                            unique.insert(obj);
                            nearby.push_back(obj);
                        }
                    }
                }
            }
        }
        
        return nearby;
    }
    
    void clear() {
        for (auto& cell : _grid) {
            cell.clear();
        }
    }
};

3. 物理引擎集成问题

// 问题:Box2D物体与Cocos2d精灵不同步
// 解决:确保正确的坐标转换和更新顺序

void GameScene::update(float delta) {
    // 1. 先更新物理世界
    _world->Step(delta, 8, 3);
    
    // 2. 再同步位置和旋转
    for (b2Body* body = _world->GetBodyList(); body; body = body->GetNext()) {
        if (body->GetType() == b2_dynamicBody) {
            // 获取用户数据(精灵指针)
            Sprite* sprite = static_cast<Sprite*>(body->GetUserData());
            if (sprite) {
                // 坐标转换:Box2D -> Cocos2d
                b2Vec2 physicsPos = body->GetPosition();
                sprite->setPosition(Vec2(
                    physicsPos.x * PTM_RATIO,
                    physicsPos.y * PTM_RATIO
                ));
                sprite->setRotation(-CC_RADIANS_TO_DEGREES(body->GetAngle()));
            }
        }
    }
    
    // 3. 最后进行渲染
    // Cocos2d会自动处理渲染
}

4. 内存管理问题

// 问题:碰撞检测中内存泄漏
// 解决:正确管理动态分配的对象

class CollisionManager {
private:
    std::vector<CollisionObject*> _objects;
    
public:
    ~CollisionManager() {
        // 清理所有对象
        for (auto obj : _objects) {
            delete obj; // 如果对象是用new创建的
        }
        _objects.clear();
    }
    
    void addObject(CollisionObject* obj) {
        _objects.push_back(obj);
    }
    
    void removeObject(CollisionObject* obj) {
        auto it = std::find(_objects.begin(), _objects.end(), obj);
        if (it != _objects.end()) {
            delete *it; // 删除对象
            _objects.erase(it); // 从容器中移除
        }
    }
    
    // 或者使用智能指针避免手动内存管理
    std::vector<std::shared_ptr<CollisionObject>> _smartObjects;
};

未来展望

技术趋势

  1. GPU加速碰撞检测:利用计算着色器进行并行碰撞检测
  2. 机器学习优化:使用AI预测碰撞和优化检测频率
  3. 混合碰撞系统:结合多种算法的自适应碰撞检测
  4. VR/AR集成:针对虚拟现实的特殊碰撞需求
  5. 网络化碰撞:分布式碰撞检测的同步优化

发展方向

// 未来可能的API设计示例
class AdvancedCollisionSystem {
public:
    // 自动选择最优算法
    void enableAdaptiveAlgorithm(bool enable);
    
    // GPU加速
    void enableGPUMode(bool enable);
    
    // LOD碰撞检测
    void setLODLevel(int level);
    
    // 预测性碰撞检测
    void enablePrediction(bool enable, float lookAheadTime);
    
    // 网络同步优化
    void enableNetworkOptimization(bool enable);
};

技术挑战

当前限制

  1. 精度与性能平衡:高精度碰撞检测计算成本高
  2. 复杂几何体:凹多边形和复杂曲面的高效检测
  3. 大规模场景:数千物体的实时碰撞检测
  4. 跨平台一致性:不同硬件上的碰撞结果一致性
  5. 内存带宽:碰撞数据的内存访问瓶颈

解决方案方向

// 分块处理大规模场景
class ChunkedCollisionSystem {
private:
    struct CollisionChunk {
        std::vector<GameObject*> objects;
        AABB bounds;
        bool needsUpdate;
    };
    
    std::vector<CollisionChunk> _chunks;
    int _chunkSize;
    
public:
    void processVisibleChunks(const Camera& camera) {
        // 只处理可见区块内的碰撞检测
        auto visibleChunks = getVisibleChunks(camera);
        for (auto& chunk : visibleChunks) {
            if (chunk.needsUpdate) {
                performCollisionDetection(chunk);
                chunk.needsUpdate = false;
            }
        }
    }
};

总结

本文全面介绍了Cocos2d中的碰撞检测系统,涵盖了从基础的矩形、圆形、多边形检测到高级的物理引擎集成。通过详细的代码示例和实现原理,展示了如何在不同场景下构建高效的碰撞检测系统。

关键要点

  1. 算法选择:根据具体需求选择合适的碰撞检测算法
  2. 性能优化:使用空间分割、LOD等技术优化性能
  3. 架构设计:良好的回调机制和事件系统设计
  4. 跨平台考虑:注意不同平台的性能和精度差异
  5. 内存管理:避免内存泄漏和资源浪费

最佳实践建议

  • 优先使用AABB进行粗略筛选,再进行精确检测
  • 对静态物体预计算空间结构
  • 合理使用对象池减少内存分配
  • 在移动设备上降低检测频率
  • 充分利用现代GPU的并行计算能力
碰撞检测是游戏开发的核心技术,掌握这些原理和实现方法将显著提升游戏的质量和性能。随着技术的发展,我们期待看到更多创新的碰撞检测解决方案出现。
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