如何使用onTouchListener拖放身体并仍在PhysicsWorld中? AndEngine

时间:2012-07-10 14:34:46

标签: android box2d andengine game-engine

我想用触摸拖放身体的精灵。我知道如何拖放精灵,但是当我试图移动身体时...它不起作用,身体保持不动。更重要的是,有时当我触摸身体时整个应用程序崩溃:x 任何人都可以告诉我如何在手指运动过程中拖放与其他身体发生碰撞的物理身体?我一直在寻找3天,我很沮丧:[

我创造了3个类似的身体。一个是动态的(模仿球类弹跳,如曲棍球比赛),其中两个是运动学(将由球员移动)。我将向您展示我想要移动的身体的声明。 我不知道是否需要任何代码来向您展示,但我实现了一些非常糟糕的教程中找到的接口。 :■

public class MainActivity extends SimpleBaseGameActivity implements IOnSceneTouchListener, IOnAreaTouchListener

声明:

//Declaration:
         final Sprite face = new Sprite(CAMERA_WIDTH/2+200f, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) {
            @Override
            public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
                this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
                return true;
            }
        };
        final FixtureDef MyFixtureDef = PhysicsFactory.createFixtureDef(0.2f,0.4f,0.6f);

        this.scene.registerUpdateHandler(this.mPhysicsWorld);
        face.setScale(3);

体:

final Body facebody = PhysicsFactory.createCircleBody(
        this.mPhysicsWorld, face, BodyType.KinematicBody,
        CIRCLE_FIXTURE_DEF);
    this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face,
        facebody, true, true));
    facebody.setUserData("player1");

方法:

我试过MouseJoint

  public MouseJoint createMouseJoint(IAreaShape face, float x, float y) {
final Body boxBody = this.mPhysicsWorld.getPhysicsConnectorManager()
    .findBodyByShape(face);

Vector2 v = boxBody.getWorldPoint(new Vector2(x / 32, y / 32));

MouseJointDef mjd = new MouseJointDef();
// mjd.bodyA = ballbody;
mjd.bodyB = boxBody;
mjd.dampingRatio = 0.2f;
mjd.frequencyHz = 30;
mjd.maxForce = (float) (200.0f * boxBody.getMass());
mjd.collideConnected = true;
mjd.target.set(v);
return (MouseJoint) this.mPhysicsWorld.createJoint(mjd);
}

也不是onAreaTouched?

@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
    if(pSceneTouchEvent.isActionDown()) {
        final IAreaShape face = (IAreaShape) pTouchArea;
        if(this.mMouseJointActive == null) {
            //this.mEngine.vibrate(100);
            this.mMouseJointActive = this.createMouseJoint(face, pTouchAreaLocalX, pTouchAreaLocalY);
        }
        return true;
    }
    return false;
}

这里只是猜测

        @Override
        public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
            // TODO Auto-generated method stub
            if(pSceneTouchEvent.isActionDown()) {
                Debug.d("here!");
return true;
            }
            return false;
        }

    }

关于课程的问题:

如果我在MainActivity中声明了类播放器:

 class Player {
final Body facebody;
final Sprite face = new Sprite(MainActivity.CAMERA_WIDTH / 2+200f,240, MainActivity.mFaceTextureRegion ,getVertexBufferObjectManager()) {
        @Override
        public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
            final float pTouchAreaLocalX, final float pTouchAreaLocalY) {

        switch (pSceneTouchEvent.getAction()) {
        case TouchEvent.ACTION_MOVE:
            // Here 'body' refers to the Body object associated with
            // this sprite
            facebody.setTransform(pSceneTouchEvent.getX(),
                pSceneTouchEvent.getY(), facebody.getAngle());
            break;
        default:
            break;
        }
        return true;
        }
    };

    Player(Body f) {
        facebody = f;
    }

    }

一切都很完美但是,它大喊player.face无法宣布 OnCreateScene在此声明中:

final Player player= new Player( PhysicsFactory.createCircleBody(   this.mPhysicsWorld, player.face, BodyType.KinematicBody,CIRCLE_FIXTURE_DEF));

我该如何解决这个问题?

2 个答案:

答案 0 :(得分:4)

好吧最后我找到了很好的解决方案 把它带到onCreateScene:

        final AnimatedSprite face;
    final Body body;

    final FixtureDef objectFixtureDef = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f);


        face = new AnimatedSprite(CAMERA_WIDTH/2+200, CAMERA_HEIGHT/2, this.mCircleFaceTextureRegion, this.getVertexBufferObjectManager());
        face.setScale(3);
        body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef);

    this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, body, true, true));
    face.animate(new long[]{200,200}, 0, 1, true);
    face.setUserData(body);
    body.setUserData("player");
    this.mScene.registerTouchArea(face);
    this.mScene.attachChild(face);

在AreaTouched上:

    @Override
public boolean onAreaTouched( final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea,final float pTouchAreaLocalX, final float pTouchAreaLocalY) {

    if(pSceneTouchEvent.isActionMove()) {

        final AnimatedSprite face = (AnimatedSprite) pTouchArea;
        final Body faceBody = (Body)face.getUserData();
        faceBody.setTransform(pSceneTouchEvent.getX() / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, pSceneTouchEvent.getY() / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, faceBody.getAngle());
        return true;
    }
    return false;
}

我没有上课,我把它带到了onCreateScene。拖放的重要部分是通过PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT来划分X和Y.

答案 1 :(得分:0)

我认为你的问题太复杂了。一步一步地采取行动:

  1. 创建您的精灵,以及该精灵的身体。通过你的问题的声音,我也会尝试使身体动态而不是运动,但这是你的呼唤。
  2. 在精灵的声明中,覆盖onAreaTouched。设置如下:

    sprite = new Sprite(0, 0, this.mTextureRegion, activity.getVertexBufferObjectManager()) {
        @Override
        public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
    
            switch(pSceneTouchEvent.getAction()){
                case TouchEvent.ACTION_MOVE:
                    //Here 'body' refers to the Body object associated with this sprite
                    body.setTransform(pSceneTouchEvent.getX(),
                                      pSceneTouchEvent.getY(),
                                      body.getAngle());
                    break;
                default:
                    break;
            }
            return true;
        }
    };
    
  3. 最重要的部分是你移动身体,而不是精灵。这应该反过来翻译精灵。

    在此之后,根据您希望脸部的行为方式,使用您想要的对象是运动还是动态。