无法在JS(box2d)处理中删除body

时间:2013-07-11 14:45:39

标签: javascript box2d processing physics collision

我正在使用Box2d处理(JS),我有两个机构,我希望其中一个在碰撞时消失,我试图使用“physics.removeBody(b1);”但不幸的是,我身上的所有尸体都消失了!这是碰撞功能中的代码。

   void collision(Body b1, Body b2, float impulse) {
   if (b2 == basket && b1.getMass() > 0) {
   score += 10;
   pop.cue(0);
   pop.play();
   physics.removeBody(b1);
  }
}

1 个答案:

答案 0 :(得分:0)

通常在创建实体时我会这样做:

void makeBody(float x, float y) {
    BodyDef bd = new BodyDef();
    bd.type = BodyType.DYNAMIC;
    bd.position.set(box2d.coordPixelsToWorld(x, y));
    body = box2d.createBody(bd);
    body.setUserData(this); // This is important

    PolygonShape sd = new PolygonShape();
    float box2dW = box2d.scalarPixelsToWorld(w/2);
    float box2dH = box2d.scalarPixelsToWorld(h/2);  
    sd.setAsBox(box2dW, box2dH);    
    FixtureDef fd = new FixtureDef();
    fd.setUserData("box");

    // Attach Fixture to Body               
    body.createFixture(fd);

}

既然你的身体有一个userData属性,你可以像这样测试碰撞:

void beginContact (Contact cp) {

    // Get both fixtures
    Fixture f1 = cp.getFixtureA();
    Fixture f2 = cp.getFixtureB();
    // Get both bodies
    Body b1 = f1.getBody();
    Body b2 = f2.getBody();
    // Get our objects that reference these bodies
    Object o1 = b1.getUserData();
    Object o2 = b2.getUserData();

    //Detect player-enemy collision
    if (b1.getUserData() == "player" && b2.getUserData() == "enemy") {
      //... Do stuff here
    }
    if (b2.getUserData() == "player" && b1.getUserData() == "enemy") {
      //... Do stuff here
    }

关键是使用body的setUserData()函数来指定唯一标识符,然后使用body的getUserData()函数来检查并确保对象碰撞是您想要的。在您的示例中,您有Body b1和Body b2但不进行任何类型的测试以确保正确的物体发生碰撞。

我希望这会有所帮助