所以我理解这个概念。想法是box2d或多或少以米为单位工作,所以你需要从像素转换到它。说得通。我正在关注box2d here的教程/介绍。它提到进行转换并为您提供一些示例使用量。现在,这一切都很好,但我发现当我使用这些技术时,调试器框似乎没有呈现它们应该的位置。然而,碰撞确实按预期工作。
在我的GameScreen课程中,这是我如何初始化地面:
ground = new BodyDef();
// set the position half way up the ground
ground.position.set(0,16 * GameScreen.WORLD_TO_BOX);
groundBody = world.createBody(ground);
groundShape = new PolygonShape();
// make the height 16px so it doubles to 32
groundShape.setAsBox(Gdx.graphics.getWidth() * GameScreen.WORLD_TO_BOX, 16.0f * GameScreen.WORLD_TO_BOX);
groundBody.createFixture(groundShape, 0.0f);
我在该屏幕中的渲染方法如下:
public void render(float delta) {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
stateTime += Gdx.graphics.getDeltaTime();
batch.begin();
batch.draw(background, 0, Gdx.graphics.getHeight() - 512, 512, 512);
batch.draw(trailingBackground, 512, Gdx.graphics.getHeight() - 512);
int heightToCover = Gdx.graphics.getHeight() - 512;
int widthToCover = Gdx.graphics.getWidth();
for(int w = 0; w < widthToCover; w += 32) {
for(int h = 0; h < heightToCover; h += 32) {
batch.draw(lightBackgroundTile, w, h, 32, 32);
}
}
player.update();
player.render(stateTime, batch);
batch.end();
levels.get(currentLevel).render(camera);
// physics updates
world.step(1/60f, 6, 2);
debugRenderer.render(world, camera.combined);
}
这是播放器类的构造函数,因此您可以看到如何设置其碰撞box2d对象。我还粘贴了上面渲染循环中调用的update方法来调整sprite位置。
public Player(int x, int y, World world) {
super();
playerTexture = new Texture(Gdx.files.internal("assets/hero.png"));
init(x, y, 128, 128, playerTexture, false, world);
bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(x * GameScreen.WORLD_TO_BOX, y * GameScreen.WORLD_TO_BOX);
body = getWorld().createBody(bodyDef);
collisionBox = new PolygonShape();
collisionBox.setAsBox(32 * GameScreen.WORLD_TO_BOX, 64 * GameScreen.WORLD_TO_BOX, new Vector2(64 * GameScreen.WORLD_TO_BOX, 64 * GameScreen.WORLD_TO_BOX), 0.0f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = collisionBox;
fixtureDef.density = 10f;
fixtureDef.friction = 0.4f;
fixtureDef.restitution = 0f;
body.createFixture(fixtureDef);
collisionBox.dispose();
addFrame(0, 0, 128, 128);
}
public void update() {
this.setX((int) ((body.getPosition().x) * GameScreen.BOX_TO_WORLD));
this.setY((int) ((body.getPosition().y) * GameScreen.BOX_TO_WORLD));
}
现在,当我在各种计算,大小等中删除这些静态浮点数的乘法时,碰撞保持正确并显示调试器框。但是将原始像素传递给box2d感觉不对。这里有什么我不知道为什么调试盒没有按原样出现?
答案 0 :(得分:1)
我喜欢你在做但可能会有所不同。
可能有点矫枉过正,但这是我的jucl端口
然后我只有实用程序类,即:
public class Pixel {
public static float toMeter(float pixels) {
return (float)LengthConversions.Pixel2SIf(pixels);
}
public static Vector2 toMeter(Vector2 vecPixel) {
return new Vector2(Pixel.toMeter(vecPixel.x), Pixel.toMeter(vecPixel.y));
}
}
public class Meter {
public static final float METERS_PER_PIXEL = (float) LengthConversions.SI_PIXEL;
public static float toPixel(float meter) {
return (float)LengthConversions.SI2Pixelf(meter);
}
}
在我的初始化中:
int graphicsWidth = Gdx.graphics.getWidth();
int graphicsHeight = Gdx.graphics.getHeight();
CAMERA_WIDTH_METERS = Pixel.toMeter(graphicsWidth);
CAMERA_HEIGHT_METERS = Pixel.toMeter(graphicsHeight);
然后在我的游戏类中(比如你的Player类)。在我的情况下,这是一个弹球游戏,所以我有Flipper,Ball,Bumper等。我有一个@Override render()方法,我将精灵与物理体同步。
这是一个示例文件..它很乱,但可能会有所帮助。