我用这个来创建一个玩家身体
private void addPlayer(){
// viral -- add player
final float startX = (CAMERA_WIDTH - this.mPlayerTextureRegion
.getWidth()) / 2;
final float startY = CAMERA_HEIGHT + 100;
this.playerFace = new Sprite(startX, startY, this.mPlayerTextureRegion,
this.getVertexBufferObjectManager());
this.playerBody = PhysicsFactory.createCircleBody(this.mPhysicsWorld,
playerFace, BodyType.DynamicBody, FIXTURE_DEF);
final PhysicsHandler physicsHandler = new PhysicsHandler(playerFace);
playerFace.registerUpdateHandler(physicsHandler);
playerBody.setBullet(true);
playerFaceHalfWidth = playerFace.getWidth() / 2;
playerFaceHalfHeight = playerFace.getHeight() / 2;
this.mScene.attachChild(playerFace);
playerFace.setY(CAMERA_HEIGHT - playerFaceHalfHeight * 2);
}
这就是我如何检测与其他精灵的碰撞:
protected void onManagedUpdate(float pSecondsElapsed) {
if (playerFace.collidesWith(this)) {
// safe of touching border - else game over
if (!isPlayerInSafeZone()) {
Log.w("cd", "Game Over");
isGameInProgress = false;
mScene.setIgnoreUpdate(true);
processLevelEnd();
}
}
};
现在的问题是,即使我添加了一个圆形体,当其他精灵碰到玩家的角落时,也会与玩家一起检测到碰撞。它是一个透明区域,图像中只有一个圆圈,为其创建了主体。为什么会这样?上面的代码有什么问题?
::根据Lucaz的输入进行更新:
这是我的contactlistener
private ContactListener createContactListener()
{
ContactListener contactListener = new ContactListener()
{
@Override
public void beginContact(Contact contact)
{
final Fixture x1 = contact.getFixtureA();
final Fixture x2 = contact.getFixtureB();
final String x1id = (String) x1.getBody().getUserData();
final String x2id = (String) x2.getBody().getUserData();
Log.w("cd", "x1 = " + x1id + " --- x2 = " + x2id);
}
@Override
public void endContact(Contact contact)
{
}
@Override
public void preSolve(Contact contact, Manifold oldManifold)
{
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse)
{
}
};
return contactListener;
}
这就是我为播放器和其他精灵设置用户数据的方式:
玩家:
this.playerFace = new Sprite(startX, startY, this.mPlayerTextureRegion,
this.getVertexBufferObjectManager());
this.playerBody = PhysicsFactory.createCircleBody(this.mPhysicsWorld,
playerFace, BodyType.DynamicBody, FIXTURE_DEF);
playerBody.setBullet(true);
playerBody.setUserData("player");
其他精灵(球):
body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face,
BodyType.DynamicBody, FIXTURE_DEF);
body.setLinearVelocity(vector2);
body.setBullet(true);
body.setUserData("ball");
这就是我将听众添加到物理世界的方式
this.mPhysicsWorld.setContactListener(createContactListener());
编写监听器以打印碰撞对象的用户数据:
但是当一个精灵与玩家发生碰撞时,我会为玩家获取null,但是另一个精灵的用户数据如下所示...如何解决这个问题?
x1 = null --- x2 = ball
答案 0 :(得分:0)
因为collidesWith()方法正在检查sprite的冲突,而不是body。因此它会检查两个精灵是否重叠(即使它们是png图像,它们也会被视为不透明的矩形)。要检查实体之间的碰撞,还有另一种方法:
private ContactListener createContactListener()
{
ContactListener contactListener = new ContactListener()
{
@Override
public void beginContact(Contact contact)
{
final Fixture x1 = contact.getFixtureA();
final Fixture x2 = contact.getFixtureB();
}
@Override
public void endContact(Contact contact)
{
}
@Override
public void preSolve(Contact contact, Manifold oldManifold)
{
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse)
{
}
};
return contactListener;
}
请看这个简单的教程:
http://www.matim-dev.com/handling-collisions-between-bodies.html