我是游戏世界的新手我被粉刷成物理身体跳跃。
这是我如何定义身体
Cycle = [CCSprite spriteWithFile:@"Panda.png"];
[self addChild:Cycle z:3];
// Create a world
b2Vec2 gravity = b2Vec2(0.0f, -8.0f);
world = new b2World(gravity);
// Create edges around the entire screen
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = world->CreateBody(&groundBodyDef);
b2EdgeShape groundEdge;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundEdge;
//wall definitions
groundEdge.Set(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(0,0), b2Vec2(0,screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(0, screenSize.height/PTM_RATIO),
b2Vec2(screenSize.width/PTM_RATIO, screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundEdge.Set(b2Vec2(screenSize.width/PTM_RATIO, screenSize.height/PTM_RATIO),
b2Vec2(screenSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
// Create ball body and shape
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(300/PTM_RATIO,100/PTM_RATIO);
ballBodyDef.userData = Cycle;
body = world->CreateBody(&ballBodyDef);
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
并且接触开始我正在应用线性冲动
b2Vec2 force = b2Vec2(30, 30);
body-> ApplyLinearImpulse(body->GetPosition(),force);
所以任何人都可以告诉我,我做错了什么 提前谢谢..
答案 0 :(得分:0)
阅读iForce2D的那篇文章。这应该解释一下。
答案 1 :(得分:0)
记住你的精灵和身体(bodyDef)的位置应该相同,在这段代码中你的精灵的位置不会显示。而这似乎导致了这个问题。在此之后使用setLinearVelicoty()或ApplylinearForce()方法而不是使用ApplyLinearImpulse()。
答案 2 :(得分:0)
你可以通过改变身体的Y速度来跳跃
b2Vec2 velocity = body_->GetLinearVelocity();
velocity.y = 20;
velocity.x = 0;//upwards - don't change x velocity
body_->SetLinearVelocity( velocity );