我正在尝试检测玩家与传感器主体的碰撞。想象一下平台游戏中的收藏品......我想在玩家与收藏品发生碰撞时举办活动。
正如您将从我的代码中看到的那样,我正在将一个动态的主体附加到可收集的对象以及一个传感器主体,我希望将玩家碰撞'事件'附加到玩家与传感器发生碰撞时。似乎有一个“ContactListener”接口,但实现这些方法似乎没有做任何事情。我该怎么做呢?
如果有更好的方法可以执行以下任何操作,我们将不胜感激任何建议:)
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.Manifold;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
public class CoinCollectible extends GameObject{
public CoinCollectible(Vector2 position, float angle){
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.x = position.x;
bodyDef.position.y = position.y;
bodyDef.angle = angle;
PolygonShape poly = new PolygonShape();
poly.setAsBox(1, 1);
FixtureDef itemFixture = new FixtureDef();
itemFixture.shape = poly;
itemFixture.density = 1;
itemFixture.filter.categoryBits = PhysicsLayers.LAYER_ITEM;
itemFixture.filter.maskBits = PhysicsLayers.MASK_PLAYER;
fixtureArray.add(itemFixture);
massData.mass = 1f;
// Attach a collision sensor
FixtureDef sensorFixture = new FixtureDef();
sensorFixture.shape = poly;
sensorFixture.isSensor = true;
sensorFixture.filter.maskBits = PhysicsLayers.LAYER_PLAYER;
fixtureArray.add(sensorFixture);
// Clean up
poly.dispose();
}
}
import java.util.ArrayList;
import java.util.List;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.MassData;
import com.badlogic.gdx.physics.box2d.World;
public class GameObject{
public Body body = null;
public BodyDef bodyDef = new BodyDef();
public MassData massData = new MassData();
protected List<FixtureDef> fixtureArray = new ArrayList<FixtureDef>();
public GameObject(){}
public Body addToWorld(World world){
if(bodyDef == null)
return null;
body = world.createBody(bodyDef);
while(fixtureArray.size() > 0){
body.createFixture(fixtureArray.remove(0));
}
body.setMassData(massData);
return body;
}
}
答案 0 :(得分:0)
尝试在代码中添加此行(在硬币构造函数中):
bodyDef.userData = this;
您的联系人听众get userdata
并投射到GameObject
,然后,例如,调用事件冲突。
问候
答案 1 :(得分:0)
你必须检查{2}碰撞中的Sensor
身体碰撞或者盒子碰撞方法的结束联系
答案 2 :(得分:0)
有两件事可能是错的:
1)OP实例化box2d.World后没有正确设置ContactListener
2)类别和掩码位未正确设置,因此不会触发ContactListener
解决方案:
1)在实例化物理世界后把它放好
这个例子中缺少了。这将为你的box2d.World设置ContactListener,因此它将触发一些东西。
physicsWorld = new World(new Vector2(0,-9),true);
physicsWorld.setContactListener(
new ContactListener() {
@Override
public void beginContact(Contact contact) {
Fixture fA = contact.getFixtureA();
Fixture fB = contact.getFixtureB();
Gdx.app.log("beginContact", "between " + fA.toString() + " and " + fB.toString());
}
@Override
public void endContact(Contact contact) {
Gdx.app.log("endContact", "between " );
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
//you can leave this empty
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
//you can leave this empty
}
});
2)以这种方式设置类别和掩码位,这样你可以测试它是否有效(OP没有显示他的PhysicsLayers中使用的特定值)
public CoinCollectible(Vector2 position, float angle){
// ...
itemFixture.filter.categoryBits = 1;
itemFixture.filter.maskBits = 2;
sensorFixture.filter.categoryBits = 2;
sensorFixture.filter.maskBits = 1;
}