如何在没有重力的情况下保持所有碰撞和加速效果。我想添加一个不会落到地面的物体,但如果没有碰撞附加物保持其位置。
public class PhysicsMouseJointExample extends SimpleBaseGameActivity implements IAccelerationListener, IOnSceneTouchListener, IOnAreaTouchListener {
// ===========================================================
// Constants
// ===========================================================
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
private static final FixtureDef FIXTURE_DEF = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f);
// ===========================================================
// Fields
// ===========================================================
private BitmapTextureAtlas mBitmapTextureAtlas;
private TiledTextureRegion mBoxFaceTextureRegion;
private TiledTextureRegion mCircleFaceTextureRegion;
private Scene mScene;
private PhysicsWorld mPhysicsWorld;
private int mFaceCount = 0;
private MouseJoint mMouseJointActive;
private Body mGroundBody;
// ===========================================================
// Constructors
// ===========================================================
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
public EngineOptions onCreateEngineOptions() {
Toast.makeText(this, "Touch the screen to add objects.", Toast.LENGTH_LONG).show();
final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
}
@Override
public void onCreateResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 64, 64, TextureOptions.BILINEAR);
this.mBoxFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_box_tiled.png", 0, 0, 2, 1); // 64x32
this.mCircleFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_circle_tiled.png", 0, 32, 2, 1); // 64x32
this.mBitmapTextureAtlas.load();
}
@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
this.mScene = new Scene();
this.mScene.setBackground(new Background(0, 0, 0));
this.mScene.setOnSceneTouchListener(this);
this.mScene.setOnAreaTouchListener(this);
this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, SensorManager.GRAVITY_EARTH), false);
this.mGroundBody = this.mPhysicsWorld.createBody(new BodyDef());
final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager);
final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager);
final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager);
final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager);
final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef);
this.mScene.attachChild(ground);
this.mScene.attachChild(roof);
this.mScene.attachChild(left);
this.mScene.attachChild(right);
this.mScene.registerUpdateHandler(this.mPhysicsWorld);
return this.mScene;
}
@Override
public void onGameCreated() {
this.mEngine.enableVibrator(this);
}
@Override
public boolean onSceneTouchEvent(final Scene pScene, final TouchEvent pSceneTouchEvent) {
if(this.mPhysicsWorld != null) {
switch(pSceneTouchEvent.getAction()) {
case TouchEvent.ACTION_DOWN:
this.addFace(pSceneTouchEvent.getX(), pSceneTouchEvent.getY());
return true;
case TouchEvent.ACTION_MOVE:
if(this.mMouseJointActive != null) {
final Vector2 vec = Vector2Pool.obtain(pSceneTouchEvent.getX() / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, pSceneTouchEvent.getY() / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT);
this.mMouseJointActive.setTarget(vec);
Vector2Pool.recycle(vec);
}
return true;
case TouchEvent.ACTION_UP:
if(this.mMouseJointActive != null) {
this.mPhysicsWorld.destroyJoint(this.mMouseJointActive);
this.mMouseJointActive = null;
}
return true;
}
return false;
}
return false;
}
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
if(pSceneTouchEvent.isActionDown()) {
final IAreaShape face = (IAreaShape) pTouchArea;
/*
* If we have a active MouseJoint, we are just moving it around
* instead of creating a second one.
*/
if(this.mMouseJointActive == null) {
this.mEngine.vibrate(100);
this.mMouseJointActive = this.createMouseJoint(face, pTouchAreaLocalX, pTouchAreaLocalY);
}
return true;
}
return false;
}
@Override
public void onAccelerationAccuracyChanged(final AccelerationData pAccelerationData) {
}
@Override
public void onAccelerationChanged(final AccelerationData pAccelerationData) {
final Vector2 gravity = Vector2Pool.obtain(pAccelerationData.getX(), pAccelerationData.getY());
this.mPhysicsWorld.setGravity(gravity);
Vector2Pool.recycle(gravity);
}
@Override
public void onResumeGame() {
super.onResumeGame();
this.enableAccelerationSensor(this);
}
@Override
public void onPauseGame() {
super.onPauseGame();
this.disableAccelerationSensor();
}
// ===========================================================
// Methods
// ===========================================================
public MouseJoint createMouseJoint(final IAreaShape pFace, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
final Body body = (Body) pFace.getUserData();
final MouseJointDef mouseJointDef = new MouseJointDef();
final Vector2 localPoint = Vector2Pool.obtain((pTouchAreaLocalX - pFace.getWidth() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (pTouchAreaLocalY - pFace.getHeight() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT);
this.mGroundBody.setTransform(localPoint, 0);
mouseJointDef.bodyA = this.mGroundBody;
mouseJointDef.bodyB = body;
mouseJointDef.dampingRatio = 0.95f;
mouseJointDef.frequencyHz = 30;
mouseJointDef.maxForce = (200.0f * body.getMass());
mouseJointDef.collideConnected = true;
mouseJointDef.target.set(body.getWorldPoint(localPoint));
Vector2Pool.recycle(localPoint);
return (MouseJoint) this.mPhysicsWorld.createJoint(mouseJointDef);
}
private void addFace(final float pX, final float pY) {
this.mFaceCount++;
Debug.d("Faces: " + this.mFaceCount);
final AnimatedSprite face;
final Body body;
if(this.mFaceCount % 2 == 0) {
face = new AnimatedSprite(pX, pY, this.mBoxFaceTextureRegion, this.getVertexBufferObjectManager());
body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, face, BodyType.DynamicBody, FIXTURE_DEF);
} else {
face = new AnimatedSprite(pX, pY, this.mCircleFaceTextureRegion, this.getVertexBufferObjectManager());
body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face, BodyType.DynamicBody, FIXTURE_DEF);
}
face.setUserData(body);
face.animate(200);
this.mScene.registerTouchArea(face);
this.mScene.attachChild(face);
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, body, true, true));
}
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}
我试图改变引力,但似乎没有任何附加物。
this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, -10), false);
答案 0 :(得分:0)
没有引力:
enter code here`this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, 0), false);
这是反重力或〜1G以上:
this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, -10), false);
这是右边的~1G:
this.mPhysicsWorld = new PhysicsWorld(new Vector2(10, 0), false);