我有一个矩形,我想快速移动,但出于什么原因,我使用的速度更快似乎仍然很慢。我究竟做错了什么?我也从上面掉了一个圆圈到一个表面上,甚至比较严厉我玩重力它像气球一样下来......
一些声明
float velocity = 10000000f;
static final float BOX_STEP=1/60f;
static final int BOX_VELOCITY_ITERATIONS=6;
static final int BOX_POSITION_ITERATIONS=2;
重力,尝试了一切,他们似乎都很糟糕
world = new World(new Vector2(0,-50),true);
我的对象正在移动
//ground
BodyDef groundBodyDef =new BodyDef();
groundBodyDef.position.set(new Vector2(0, camera.viewportHeight * .08f));
Body groundBody = world.createBody(groundBodyDef);
PolygonShape groundBox = new PolygonShape();
groundBox.setAsBox((camera.viewportWidth) * 2, camera.viewportHeight * .08f);
groundBody.createFixture(groundBox, 0.0f);
然后这是我的对象:
//ball
bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(new Vector2(camera.viewportWidth * .2f, camera.viewportHeight * .75f));
body = world.createBody(bodyDef);
CircleShape dynamicCircle = new CircleShape();
dynamicCircle.setRadius(camera.viewportWidth * .035f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = dynamicCircle;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.5f;
fixtureDef.restitution = 0.8f;
body.createFixture(fixtureDef);
body.setLinearVelocity(0,-100);
//slime boy
BodyDef bodyBoxDef = new BodyDef();
bodyBoxDef.type = BodyType.DynamicBody;
bodyBoxDef.position.set(new Vector2(camera.viewportWidth * .08f,camera.viewportHeight * .191f));
bodyBox = world.createBody(bodyBoxDef);
PolygonShape slimeBox = new PolygonShape();
slimeBox.setAsBox(camera.viewportWidth * .04f, camera.viewportHeight * .03f);
FixtureDef fixtureSlimeDef = new FixtureDef();
fixtureSlimeDef.shape = slimeBox;
fixtureSlimeDef.density = 1.0f;
fixtureSlimeDef.friction = 0.0f;
fixtureSlimeDef.restitution = 0.0f;
bodyBox.createFixture(fixtureSlimeDef);
debugRenderer = new Box2DDebugRenderer();
body.applyTorque(1000000000);
bodyBox.setFixedRotation(true);
bodyBox.setBullet(true);
有人建议加快这方面的所有动作吗?
我一直在使用屏幕1280乘720但我从其他来源看到更小更好所以我缩小到640乘260但仍然不是我想要的表现。我应该去多小?
答案 0 :(得分:6)
来自Box2d Manual(第2.2节):
Box2D针对米,千克和秒进行调整。所以你可以考虑一下 范围以米为单位。 Box2D通常在物体时效果最佳 是典型的现实世界对象的大小。例如,桶是 大约1米高。由于浮点的限制 算术,使用Box2D模拟冰川或尘埃的运动 粒子不是一个好主意。