我正在开发一款让玩家围绕行星旋转的游戏。我正在使用PrismaticJoint让玩家越来越远离行星,我正在通过旋转玩家(bodyB)附着的中心点身体(关节的身体A)来绕行。我通过启用电机并禁用限制来移动播放器在Prismatic轴上。但是,只要我更新并重新启用PrismaticJoint的限制,身体就会跳回到原来的位置,并且PrismaticJoint限制将恢复到原始限制。
我已经尝试过百万种不同的方式调整它,无论我做什么很快,因为我重新启用了限制(无论新的限制应该是什么)它总是快照到原来的限制和位置。我使用SpriteBody,它是一个扩展Sprite并具有正文的类。除了应用的新限制之外的所有内容都按预期执行。 这是调用Prismatic Joint创建的方法 - (请注意currentThrustJoint是一个公共字段,总是可以访问,就像它的FixtureDef一样)
// sprite is the SpriteBody that the Player orbits
private void setOrbit(PlanetaryCenter sprite){
// Get Player (which is a SpriteBody)
Player player = (Player) resources.get("player");
// Updated Sprite Body Physics / Rotation
thrustJointDef = new PrismaticJointDef();
// Set up the thrustJointDef Correctly
thrustJointDef.collideConnected = false;
thrustJointDef.enableMotor = false;
thrustJointDef.maxMotorForce = 20f;
thrustJointDef.lowerTranslation = sprite.getBody().getWorldCenter().dst(player.getBody().getWorldCenter());
thrustJointDef.upperTranslation = sprite.getBody().getWorldCenter().dst(player.getBody().getWorldCenter());
thrustJointDef.motorSpeed = 5;
thrustJointDef.initialize(sprite.getBody(), player.getBody(),
sprite.getBody().getWorldCenter(), new Vector2(0, 1f));
// Update focus to the new orbit point
sprite.isFocus = true;
// Change currentOrbit to the new orbit point's user data
currentOrbit = (String) sprite.getUserData();
currentThrustJoint = (PrismaticJoint) this.mPhysicsWorld.createJoint(thrustJointDef);
currentThrustJoint.enableLimit(true);
}
这是我如何创建播放器,然后是OrbitPoint。两者都是在调用setOrbit之前完成的。
// Create Player Body/Physics
Player player = new Player(400-25, 400 + 400, player_default, getVertexBufferObjectManager());
player.setRotationCenter(player.getWidth()/2, player.getHeight()/2);
player.setBody(PhysicsFactory.createBoxBody(mPhysicsWorld, player, BodyType.DynamicBody, playerFixtureDef));
mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(player, player.getBody(), true, true));
resources.put("player", player);
....
// create the orbitpoint for the center
PlanetaryCenter orbitCenter = new PlanetaryCenter(center_x_old, center_y_old, planet_center, getVertexBufferObjectManager());
orbitCenter.setRotationCenter(50, 50);
orbitCenter.setBody(PhysicsFactory.createBoxBody(mPhysicsWorld, orbitCenter, BodyType.KinematicBody, wallFixtureDef));
mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(orbitCenter, orbitCenter.getBody(), false, true));
orbitCenter.getBody().setUserData("orbit" + z);
mScene.registerTouchArea(orbitCenter);
// store in hashMap
resources.put(("orbit" + z), orbitCenter);
// attach the initial center point in the construct to the scene
mScene.attachChild(orbitCenter);
最后,在最重要的位置 - 我将限制关闭,然后再将其重新打开:
private void setThrust(){ // called when the user taps a thrust key
Player thisPlayer = (Player) resources.get("player");
PlanetaryCenter thisOrbit = (PlanetaryCenter) resources.get(currentOrbit);
thisPlayer.throttling = true;
currentThrustJoint.enableLimit(false);
if(ascButton.clicked) currentThrustJoint.setMotorSpeed(5f);
else currentThrustJoint.setMotorSpeed(-5f);
currentThrustJoint.enableMotor(true);
}
.... called in TouchListener on Scene...
Player thisPlayer = (Player) resources.get("player");
PlanetaryCenter thisOrbit = (PlanetaryCenter) resources.get(currentOrbit);
thisPlayer.throttling = false;
currentThrustJoint.setMotorSpeed(0);
currentThrustJoint.enableMotor(false);
float newLimit = currentThrustJoint.getJointTranslation(); // intended amt, but it doesn't matter what number it is- never changes
currentThrustJoint.setLimits(newLimit, newLimit);
currentThrustJoint.enableLimit(true);
currentThrustJoint.enableMotor(false);
我知道这很多但是我真的很感激第二眼看到这一点,我已经沉溺了四天试图找出我忽略的东西。非常感谢你。
答案 0 :(得分:1)
我在AndEngine论坛上问过这个问题,有人说每次想要更改限制时都会尝试销毁并重新创建关节。保存最初创建Joint的JointDef,销毁关节,再次初始化它,然后重新创建关节。奇迹般有效!它似乎不太昂贵,因为我不经常重置限制,但是如果你想创建一个可以通过改变限制来快速滑动身体的PrismaticJoint,你可能不得不尝试另一个关节。 (我会说一个DistanceJoint或者其他东西,但我还没有测试过)
仍然没有关于为什么会发生这种情况的线索,但我会说PhysicsEngine在其计算中不承认一些更新的PrismaticJoint值。认为这是一个错误。