球员运动(跳跃问题)

时间:2014-09-23 12:32:48

标签: java android libgdx box2d

所以,我试图实现触发游戏中主角移动的键。 这是我的代码:

public class Play  implements Screen{

变量:

World world;
Box2DDebugRenderer b2Dr;
OrthographicCamera camera;
OrthographicCamera hudCamera;
private SpriteBatch batch;
private Body toniBody;
private RHContactListener rhcl;

渲染内容(请注意,我有一个名为InputController的java类用于setInputProcessor,它扩展了InputAdapter并且它为Down和Up状态设置了某些键):

@Override
public void render(float delta) {
    Gdx.gl.glClearColor(1, 1, 1, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    Gdx.input.setInputProcessor(new InputController());
    RHInput.update();
    camera.update();
    handleInput();
    world.step(delta, 6, 2);


    batch.setProjectionMatrix(camera.combined);
    batch.begin();
    batch.end();

    b2Dr.render(world, camera.combined);
}

这是相机设置为某个缩放的位置

@Override
public void resize(int width, int height) {

    camera.viewportWidth = width/24;
    camera.viewportHeight = height/24;
    camera.update();

}

屏幕上的内容:

@Override
public void show() {
    world = new World(new Vector2(0, -9.81f),true);
    rhcl = new RHContactListener();
    world.setContactListener(rhcl);
    b2Dr  = new Box2DDebugRenderer();

    batch = new SpriteBatch();
    camera= new OrthographicCamera();

这里我定义了我的场景,地面和玩家的物体:

    ////Box2D////

    //CREATE GROUND
    //body definition
    BodyDef bDef = new BodyDef();
    bDef.position.set(0,-14);//meters
    bDef.type = BodyDef.BodyType.StaticBody;
    Body body = world.createBody(bDef);
    //shape definition
    PolygonShape ground = new PolygonShape();
    ground.setAsBox(25, 1);//meters
    //fixture definition
    FixtureDef fDef = new FixtureDef();
    fDef.friction= .5f;
    fDef.shape = ground;
    fDef.filter.categoryBits = B2DVariables.BIT_ground;//colision type
    fDef.filter.maskBits = B2DVariables.BIT_can;//matching collision type
    body.createFixture(fDef).setUserData("ground");

    //CREATE TONI
    //body definition
    bDef.position.set(-10,-10);//meters
    bDef.type = BodyDef.BodyType.DynamicBody;
    toniBody = world.createBody(bDef);
    //shape definition
    PolygonShape tBox = new PolygonShape();
    tBox.setAsBox(0.5f,2);//meters
    //fixture definition
    fDef.shape = tBox;
    fDef.filter.categoryBits = B2DVariables.BIT_can;//colision type can step on ground
    fDef.filter.maskBits = B2DVariables.BIT_ground;
    toniBody.createFixture(fDef).setUserData("toni");

    //Toni's foot the Ground Sensor
    tBox.setAsBox(.2f , 0.2f, new Vector2(0, -2),0);
    fDef.shape = tBox;
    fDef.filter.categoryBits = B2DVariables.BIT_can;
    fDef.filter.maskBits = B2DVariables.BIT_ground;
    fDef.isSensor = true;
    toniBody.createFixture(fDef).setUserData("toniFoot");

    ground.dispose();
    tBox.dispose();
}

这是某个键触发动作的部分

public  void handleInput(){

    //press W key aka Up key or BTNup
    if (RHInput.isDown(RHInput.BTNup)){

        if(rhcl.isPlayerOnGround()) {
            toniBody.setLinearVelocity(0,100);
            System.out.println("Toni jumps");
        }
    }


    if (RHInput.isDown(RHInput.BTNright)){
        rhcl.isPlayerOnGround();
        toniBody.setLinearVelocity(5,0);
        System.out.println("Toni walks right");
    }else {

        toniBody.setLinearVelocity(0,0);
    }


    if (RHInput.isDown(RHInput.BTNleft)){

        if(rhcl.isPlayerOnGround()) {
            toniBody.setLinearVelocity(-5,0);
            System.out.println("Toni walks left");
        }
        else {

            toniBody.setLinearVelocity(0,0);
        }
    }

            if (RHInput.isPressed(RHInput.BTNdown)){
        System.out.println("pressed s");
    }
    if (RHInput.isDown(RHInput.BTNdown)){
        System.out.println("holding s");
    }
}

其他libGDX东西

@Override
public void hide() {
    dispose();
}

@Override
public void pause() {

}

@Override
public void resume() {

}

@Override
public void dispose() {
    world.dispose();
    b2Dr.dispose();
}

}

代码正在运行。角色以线速度左右移动。但它不会跳得很高,当它下降时它会非常慢。怎么解决这个问题?

谢谢!

1 个答案:

答案 0 :(得分:1)

嗯......我从未使用过libgdx,但一直在阅读如何在这里实现跳转http://obviam.net/index.php/getting-started-in-android-game-development-with-libgdx-tutorial-part-3-jumping-gravity-and-movement/并检查代码中是否添加了物理。我发现你有太多的摩擦(大约.5左右),所以精灵应该看起来像是浮动的。并且在世界构造函数中以5米/秒的速度跳跃,而重力代表9.8米/秒^ 2,因此它将在一秒钟内减速而不计数,再次,你已添加的摩擦阻力......所以,删除摩擦,想象,就像在教程中一样。