我试图使用Box2D和libgdx创建一个程序,使角色在静态体(这里是一个圆圈)上跳跃。但是我的相机(跟随动态的身体(玩家))继续向下,即使我的角色按照预期保持在圆圈的顶部。所以我的问题是: 1)为什么我的相机一直在摔倒,当它应该跟随" playerBody"那是静止的身体吗? 2)为什么我按下Z键时相机反弹,而不是我的播放器?
提前致谢。您可以尝试在eclipse中运行它,以便更好地了解我的意思,这里是我在Activity类中的内容:
(我根本没有任何错误/警告。)
//private SpriteBatch batch;
//private Texture texture;
//private Sprite sprite;
//public Body body;
World world;
Body playerBody;
Body planetBody;
CircleShape planetCircle;
PolygonShape playerBox;
OrthographicCamera camera;
Box2DDebugRenderer debugRenderer;
static final float BOX_STEP=1/60f;
static final int BOX_VELOCITY_ITERATIONS=6;
static final int BOX_POSITION_ITERATIONS=2;
static final float WORLD_TO_BOX=0.01f;
static final float BOX_WORLD_TO=100f;
boolean jump = false;
long lastGroundTime = 0;
@Override
public void create() {
world = new World(new Vector2(0, -50), true);
debugRenderer = new Box2DDebugRenderer();
camera = new OrthographicCamera();
camera.viewportHeight = 320;
camera.viewportWidth = 480;
camera.position.set(camera.viewportWidth * .5f, camera.viewportHeight * .5f, 0f);
camera.update();
//Ground body
/*BodyDef groundBodyDef =new BodyDef();
groundBodyDef.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2 - 100 + 125);
Body groundBody = world.createBody(groundBodyDef);
PolygonShape groundBox = new PolygonShape();
groundBox.setAsBox((camera.viewportWidth) * 2, 10.0f);
groundBody.createFixture(groundBox, 0.0f);
*/
//Planet
BodyDef planetDef = new BodyDef();
planetDef.type = BodyType.StaticBody;
planetDef.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2 - 100);
Body planetBody = world.createBody(planetDef);
CircleShape planetCircle = new CircleShape();
planetCircle.setRadius(125f);
FixtureDef planetFixtureDef = new FixtureDef();
planetFixtureDef.shape = planetCircle;
planetFixtureDef.density = 1.0f;
//planetFixtureDef.friction = 0.0f;
//planetFixtureDef.restitution = 0;
planetBody.createFixture(planetFixtureDef);
//Player
BodyDef playerBodyDef = new BodyDef();
playerBodyDef.type = BodyType.DynamicBody;
playerBodyDef.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2 - 100 + 125 + 50);
playerBody = world.createBody(playerBodyDef);
PolygonShape playerBox = new PolygonShape();
playerBox.setAsBox(5.0f, 15.0f);
FixtureDef playerFixtureDef = new FixtureDef();
playerFixtureDef.shape = playerBox;
playerFixtureDef.density = 1.0f;
//playerFixtureDef.friction = 1.0f;
//playerFixtureDef.restitution = 1;
playerBody.createFixture(playerFixtureDef);
playerBody = world.createBody(playerBodyDef);
//Dynamic Body
/*BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2);
Body body = world.createBody(bodyDef);
CircleShape dynamicCircle = new CircleShape();
dynamicCircle.setRadius(5f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = dynamicCircle;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.0f;
fixtureDef.restitution = 1;
body.createFixture(fixtureDef); */
Gdx.input.setInputProcessor(this);
}
@Override
public void dispose() {
/*batch.dispose();
texture.dispose();*/
/*dynamicCircle.dispose();
groundBox.dispose();*/
playerBox.dispose();
planetCircle.dispose();
}
@Override
public void render() {
//Gdx.gl.glClearColor(1, 1, 1, 1);
update();
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
/*batch.setProjectionMatrix(camera.combined);
batch.begin();
//sprite.draw(batch);
batch.end();*/
camera.position.set(playerBody.getPosition().x, playerBody.getPosition().y, 0);
camera.update();
//camera.apply(Gdx.gl10);
debugRenderer.render(world, camera.combined);
world.step(BOX_STEP, BOX_VELOCITY_ITERATIONS, BOX_POSITION_ITERATIONS);
//playerBody.setAwake(true);
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
public void update()
{
if(jump == true /*Gdx.input.isKeyPressed(Gdx.input.)*/ && grounded() == true)
{
playerBody.setLinearVelocity(0, 0);
playerBody.applyLinearImpulse(new Vector2(0,150), new Vector2(playerBody.getPosition().x, playerBody.getPosition().y));
jump = false;
}
//playerBody.setTransform(new Vector2(camera.viewportWidth / 2, playerBody.getPosition().y), playerBody.getAngle());
//planetBody.setTransform(new Vector2(camera.viewportWidth / 2, camera.viewportHeight / 2), 0);
}
@Override
public void resume() {
}
@Override
public boolean keyDown(int keycode) {
//if(keycode == Keys.S)
return false;
}
@Override
public boolean keyUp(int keycode) {
if(keycode == Keys.Z)
jump = true;
return false;
}
public boolean grounded()
{
if(playerBody.getPosition().y <= ((camera.viewportHeight / 2) - 100 + 125))
{
return true;
}
else
{
return false;
}
}
答案 0 :(得分:0)
您在世界上创建了两个playerBody
。第二个被分配但没有夹具。这是您在代码中操作的那个,而您的相机正在关注。删除第二个playerBody = world.createBody(playerBodyDef);
,它应该工作(更好)。