local MainScene = class("MainScene",function() return display.newPhysicsScene() end) function MainScene:onTouch(eventType,x,y) print("the name is---"..eventType.."--x--"..x.."--y--"..y) if eventType=="began" then self:createCoin(x,y) end end function MainScene:ctor() self.layer=display.newLayer():addTo(self) self.layer:addNodeEventListener(cc.NODE_TOUCH_EVENT,function(event) return self:onTouch(event.name,event.x,event.y) end) self.world=self:getPhysicsWorld() self.world:setGravity(cc.p(0,-200)) -- local Box=display.newNode() Box:setAnchorPoint(cc.p(0.5,0.5)) Box:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(800,600))) Box:setPosition(cc.p(480,320)) self:addChild(Box,10) self:getPhysicsWorld():setDebugDrawMask(true and cc.PhysicsWorld.DEBUGDRAW_ALL or cc.PhysicsWorld.DEBUGDRAW_NONE) end function MainScene:createCoin(x,y) -- add sprite to scene local coinsprite = display.newSprite("button.png") self:addChild(coinsprite) local coinBody = cc.PhysicsBody:createBox(coinsprite:getBoundingBox(),cc.PhysicsMaterial(46,0.8,0.8)) coinBody:setMass(100) coinsprite:setPhysicsBody(coinBody) coinsprite:setPosition(x,y) end function MainScene:onEnter() end function MainScene:onEnterFrame(dt) -- body end function MainScene:onExit() end return MainScene
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