我的Box2D项目几乎完全完成了,但是,当我尝试第一个随机出现的障碍并使用while循环无限重复时,while循环不起作用而是只出现一次,我想要我的游戏如下所示,如本视频所示,“https://www.youtube.com/watch?v=X-jEZHDN-gw”while循环不起作用,我做错了什么?有人可以帮帮我吗?
Box2D类:
package com.circlecrashavoider.scene2d;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.Vector;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.Manifold;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.circlecrashavoider.BaseScreen;
import com.circlecrashavoider.MainGame;
/**
* Created by Felipe on 2/19/2016.
*/
public class Box2DScreen extends BaseScreen {
public Box2DScreen(MainGame game) {
super(game);
}
private World world;
private Box2DDebugRenderer renderer;
private OrthographicCamera camera;
private Body playerBody, floorBody, obstacleBody, obstacle2Body;
private Fixture playerFixture, floorFixture, obstacleFixture, obstacle2Fixture;
private boolean mustJump, playerJumping, playerAlive = true;
@Override
public void show() {
world = new World(new Vector2(0, -10), true);
renderer = new Box2DDebugRenderer();
camera = new OrthographicCamera(16, 9);
camera.translate(0, 1);
world.setContactListener(new ContactListener() {
@Override
public void beginContact(Contact contact) {
Fixture fixtureA = contact.getFixtureA(), fixtureB = contact.getFixtureB();
if ((fixtureA.getUserData().equals("player") && fixtureB.getUserData().equals("floor")) ||
(fixtureA.getUserData().equals("floor") && fixtureB.getUserData().equals("player"))) {
if (Gdx.input.isTouched()) {
mustJump = true;
}
playerJumping = false;
}
if ((fixtureA.getUserData().equals("player") && fixtureB.getUserData().equals("obstacle")) ||
(fixtureA.getUserData().equals("obstacle") && fixtureB.getUserData().equals("player"))) {
playerAlive = false;
}
if ((fixtureA.getUserData().equals("player") && fixtureB.getUserData().equals("obstacle2")) ||
(fixtureA.getUserData().equals("obstacle2") && fixtureB.getUserData().equals("player"))) {
playerAlive = false;
}
}
@Override
public void endContact(Contact contact) {
Fixture fixtureA = contact.getFixtureA(), fixtureB = contact.getFixtureB();
if (fixtureA == playerFixture && fixtureB == floorFixture) {
playerJumping = true;
}
if (fixtureA == floorFixture && fixtureB == playerFixture) {
playerJumping = true;
}
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
}
});
playerBody = world.createBody(createplayerBodyDef());
floorBody = world.createBody(createfloorBodyDef());
obstacleBody = world.createBody(createobstacleBodyDef(0.5f));
obstacle2Body = world.createBody(createobstacle2BodyDef(-0.5f));
CircleShape playerShape = new CircleShape();
playerShape.setRadius(0.5f);
playerFixture = playerBody.createFixture(playerShape,1);
playerShape.dispose();
PolygonShape floorShape = new PolygonShape();
floorShape.setAsBox(500,1);
floorFixture = floorBody.createFixture(floorShape, 1);
floorShape.dispose();
obstacleFixture = createobstacleFixture(obstacleBody);
obstacle2Fixture = createobstacle2Fixture(obstacle2Body);
playerFixture.setUserData("player");
floorFixture.setUserData("floor");
obstacleFixture.setUserData("obstacle");
obstacle2Fixture.setUserData("obstacle2");
}
private BodyDef createobstacleBodyDef(float x) {
while (true) {
BodyDef def = new BodyDef();
def.position.set(0, 0.5f);
return def;
}
}
private BodyDef createobstacle2BodyDef(float x) {
BodyDef def = new BodyDef();
def.position.set(6,2.5f);
return def;
}
private BodyDef createfloorBodyDef() {
BodyDef def = new BodyDef();
def.position.set(0,-1);
return def;
}
private BodyDef createplayerBodyDef() {
BodyDef def = new BodyDef();
def.position.set(-5 ,0);
def.type = BodyDef.BodyType.DynamicBody;
return def;
}
private Fixture createobstacleFixture(Body obstacleBody) {
while (true) {
Vector2[] vertices = new Vector2[3];
vertices[0] = new Vector2(-0.5f, -0.5f);
vertices[1] = new Vector2(0.5f, -0.5f);
vertices[2] = new Vector2(0, 0.5f);
PolygonShape shape = new PolygonShape();
shape.set(vertices);
Fixture fix = obstacleBody.createFixture(shape, 1);
shape.dispose();
return fix;
}
}
private Fixture createobstacle2Fixture(Body obstacle2Body) {
Vector2[] vertices = new Vector2[3];
vertices[2] = new Vector2(-0.5f, 0.5f);
vertices[1] = new Vector2(0.5f, 0.5f);
vertices[0] = new Vector2(0, -0.5f);
PolygonShape shape = new PolygonShape();
shape.set(vertices);
Fixture fix = obstacle2Body.createFixture(shape, 1);
shape.dispose();
return fix;
}
@Override
public void dispose() {
playerBody.destroyFixture(playerFixture);
obstacleBody.destroyFixture(obstacleFixture);
world.destroyBody(playerBody);
world.destroyBody(obstacleBody);
world.dispose();
renderer.dispose();
}
@Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if(mustJump) {
mustJump = false;
jump();
}
if (Gdx.input.justTouched()) {
mustJump = true;
}
if (playerAlive) {
float velocityY = playerBody.getLinearVelocity().y;
playerBody.setLinearVelocity(8, velocityY);
}
world.step(delta, 6, 2);
camera.update();
renderer.render(world, camera.combined);
}
private void jump () {
Vector2 position = playerBody.getPosition();
playerBody.applyLinearImpulse(0, 6, position.x, position.y, true);
}
}
答案 0 :(得分:0)
return fix
;将返回;退出while循环的第一次迭代。