我将图像设置为动态/静态体时出现问题。
我找到了关于它的flash代码
public void setImage()
{
sprite = new B2Sprite();
var bitmap:Bitmap = new Image();
sprite.addChild();
bitmap.x -= bitmap.width / 2;
bitmap.y -= bitmap.height / 2;
body.SetUserData(sprite);
sprite.body = body;
}
但将其转换为java :( PLZ可以任何人帮助我或提供关于java的box2D教程的链接。
答案 0 :(得分:9)
你有一个非常有用的关于box2D和libgdx关于逻辑和渲染的教学概念的链接。 here
然后你可以像这样分离渲染部分的逻辑部分:
逻辑部分:
private void createBottleBody() {
// 0. Create a loader for the file saved from the editor.
BodyEditorLoader loader = new BodyEditorLoader(sourceFile);
// 1. Create a BodyDef, as usual.
BodyDef bd = new BodyDef();
bd.position.set(0, 0);
bd.type = BodyType.DynamicBody;
// 2. Create a FixtureDef, as usual.
FixtureDef fd = new FixtureDef();
fd.density = 1;
fd.friction = 0.5f;
fd.restitution = 0.3f;
// 3. Create a Body, as usual.
bottleModel = world.createBody(bd);
// 4. Create the body fixture automatically by using the loader.
loader.attachFixture(bottleModel, "test01", fd, BOTTLE_WIDTH);
}
渲染部分:
public void render() {
Vector2 bottlePos = bottleModel.getPosition().sub(bottleModelOrigin);
bottleSprite.setPosition(bottlePos.x, bottlePos.y);
bottleSprite.setOrigin(bottleModelOrigin.x, bottleModelOrigin.y);
bottleSprite.setRotation(bottleModel.getAngle() * MathUtils.radiansToDegrees);
...
}
加载程序:在链接中,您可以找到加载程序。
public void attachFixture(Body body, String name, FixtureDef fd, float scale) {
//Load the rigidModel by key
RigidBodyModel rbModel = (RigidBodyModel) this.model.rigidBodies.get(name);
if (rbModel == null)
throw new RuntimeException("Name '" + name + "' was not found.");
//Loading polygons
Vector2 origin = this.vec.set(rbModel.origin).mul(scale);
Vector2[] vertexes;
PolygonModel polygon;
for (int i = rbModel.polygons.size()-1; 0 <= i; i--) {
polygon = (PolygonModel) rbModel.polygons.get(i);
vertexes = polygon.vectorBuffer;
//Loading vertexes (scaled) from polygon
for (int ii = vertexes.length-1; 0 <= ii; ii--) {
vertexes[ii] = new Vector2().set((Vector2) polygon.vertices.get(ii)).mul(scale);
vertexes[ii].sub(origin);
}
//sets vertexs to polygon
this.polygonShape.set(vertexes);
fd.shape = this.polygonShape;
body.createFixture(fd);
}
//Loading circles
CircleModel circle;
Vector2 center;
float radius;
for (int i = rbModel.circles.size()-1; 0 <= i; i--) {
circle = (CircleModel) rbModel.circles.get(i);
center = new Vector2().set(circle.center).mul(scale);
radius = circle.radius * scale;
this.circleShape.setPosition(center);
this.circleShape.setRadius(radius);
fd.shape = this.circleShape;
body.createFixture(fd);
}
}
最后......模特
public static class CircleModel {
public final Vector2 center = new Vector2();
public float radius;
}
public static class PolygonModel {
public final List<Vector2> vertices = new ArrayList<Vector2>();
private Vector2[] vectorBuffer;
}
public static class RigidBodyModel {
public String name;
public String imagePath;
public final Vector2 origin = new Vector2();
public final List<PolygonModel> polygons = new ArrayList<PolygonModel>();
public final List<CircleModel> circles = new ArrayList<CircleModel>();
}
public static class Model {
public final Map<String, RigidBodyModel> rigidBodies = new HashMap<String, RigidBodyModel>();
}
希望它有所帮助!
答案 1 :(得分:5)
由于您的问题被标记为LibGDX,因此您可以方便地使用Sprites。
public void setImage(Sprite sprite){
body.setUserData(sprite);
}
然后在render()
中,可能会有类似这样的内容
private SpriteBatch batch = new SpriteBatch();
public void render() {
batch.begin();
Iterator<Body> iter = world.getBodies();
Body body;
Sprite sprite;
while (iter.hasNext()) {
body = iter.next();
sprite = (Sprite) body.getUserData();
// I did not take a look at implementation but you get the idea
sprite.x = body.x;
sprite.y = body.y;
sprite.draw(batch);
}
batch.end();
}
使用方法getImage()
在body周围创建一个包装器类,它将返回一个具有适当位置,旋转等的sprite,这不是一个坏主意。
请注意,我没有测试过我的代码,可能会有错误。
答案 2 :(得分:4)
public void create()
{texture = new Texture(Gdx.files.internal("data/ball.png"));
sprite = new Sprite(texture,0,0,32,32);
batch_sprite = new SpriteBatch();
.....
}
public void render()
{
....
xball=PIXELS_PER_METER*(theBall.getWorldCenter().x)-sprite.getWidth()/2;
yball=PIXELS_PER_METER*(theBall.getPosition().y)-sprite.getHeight()/2;
batch_sprite.begin();
sprite.draw(batch_sprite);
sprite.setX(xball);
sprite.setY(yball);
batch_sprite.end();
....}
精灵延迟,因为重力,加速但在重力下工作正常= Vector2(0.0f,-1.1f),这正是我想要的。