在我的游戏中,我想让DynamicBody潜入一个StaticBody。我建立了两个机构。目前他们正在相撞。如何让我的DynamicBody潜入水中?是否可以使用此声明:
body.applyImpulse(new Vec2(impulseX, impulseY), body.getWorldCenter());
由于密度更轻,它是否会自行恢复? 最后我希望StaticBody像水一样行动。为了让它感觉更像水,还有什么我应该做的吗?
Gamescreen.java
package com.joelbrun.jetskirider.screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.utils.Scaling;
import com.badlogic.gdx.utils.viewport.ScalingViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
public class Gamescreen implements Screen {
private static final float TIMESTEP = 1.0f / 60.0f;
private static final int VELOCITY_ITERATIONS = 8;
private static final int POSITION_ITERATIONS = 3;
public static final int GAMESCREEN_WIDTH = 1920/30;
public static final int GAMESCREEN_HEIGHT = 720/30;
public static final int OBSTACLE_TYPES = 5;
private static final int WATER_HEIGHT = 5;
private static final float JETSKI_BOX_X = 1.5f;
private static final float JETSKI_BOX_Y = 1;
private static final int WATER_WIDTH = 35;
private World world;
private Box2DDebugRenderer debugRenderer;
public Texture jetski, wave;
public Sprite background;
public SpriteBatch batch;
public OrthographicCamera camera;
public Label score;
Viewport viewport;
@Override
public void show() {
world = new World(new Vector2(0, -9.81f), true);
debugRenderer = new Box2DDebugRenderer();
Texture[] texture = new Texture[OBSTACLE_TYPES];
//Textures
for (int i=0; i<OBSTACLE_TYPES; i++){
texture[i] = new Texture(Gdx.files.internal("game/obstacles/obstacle" + Integer.toString(i+1)+".png"));
}
background = new Sprite(new Texture("game/background.png"));
jetski = new Texture("game/jetski.png");
wave = new Texture("game/water1.png");
batch = new SpriteBatch();
//Camera & Viewport
camera = new OrthographicCamera();
viewport = new ScalingViewport(Scaling.fillY, GAMESCREEN_WIDTH, GAMESCREEN_HEIGHT, camera);
viewport.apply();
camera.position.set(GAMESCREEN_WIDTH / 2, GAMESCREEN_HEIGHT / 2, 0);
//Jetski
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
bodyDef.position.set(JETSKI_BOX_X +1, JETSKI_BOX_Y + WATER_HEIGHT*3);
Body body = world.createBody(bodyDef);
Body jetskiObject = world.createBody(bodyDef);
PolygonShape jetskiBox = new PolygonShape();
jetskiBox.setAsBox(JETSKI_BOX_X , JETSKI_BOX_Y );
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = jetskiBox;
fixtureDef.density = 100;
fixtureDef.friction = 0;
fixtureDef.restitution = .5f;
Fixture jetskiFixture = body.createFixture(fixtureDef);
jetskiBox.dispose();
//body definition Water
bodyDef.type = BodyDef.BodyType.StaticBody;
bodyDef.position.set(WATER_WIDTH, WATER_HEIGHT);
Body water = world.createBody(bodyDef);
//shape
PolygonShape box = new PolygonShape();
box.setAsBox(WATER_WIDTH , WATER_HEIGHT);
//fixture definition
fixtureDef.shape = box;
fixtureDef.density = 1000;
fixtureDef.friction = .25f;
fixtureDef.restitution = .1f;
Fixture fixture = water.createFixture(fixtureDef);
box.dispose();
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
debugRenderer.render(world, camera.combined);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.end();
camera.update();
world.step(TIMESTEP, VELOCITY_ITERATIONS, POSITION_ITERATIONS);
}
@Override
public void resize(int width, int height) {
int SCREEN_WIDTH = width;
int SCREEN_HEIGHT = height;
viewport.setWorldSize(GAMESCREEN_WIDTH, GAMESCREEN_HEIGHT);
viewport.update(SCREEN_WIDTH, SCREEN_HEIGHT,true);
camera.update();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
dispose();
}
@Override
public void dispose() {
batch.dispose();
background.getTexture().dispose();
jetski.dispose();
wave.dispose();
world.dispose();
debugRenderer.dispose();
}
}