我现在暂时使用box2ddebugrenderer将尸体渲染到世界中,但我无法看到在运行时在世界中创建的身体的单色轮廓。
这是我游戏的屏幕代码:
public class GameScreen implements Screen {
static final int VIEWPORT_WIDTH = 20;
static final int VIEWPORT_HEIGHT = 13;
World world;
Body ground;
final float TIME_STEP = 1 / 300f;
float accumulator = 0f;
OrthographicCamera camera;
private Box2DDebugRenderer renderer;
@Override
public void render(float delta) {
//Clear the screen
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderer.render(world, camera.combined);
accumulator += delta;
while (accumulator >= delta) {
world.step(TIME_STEP, 6, 2);
accumulator -= TIME_STEP;
}
}
@Override
public void show() {
world = createWorld();
ground = createGround(world);
renderer = new Box2DDebugRenderer();
camera = new OrthographicCamera(VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0f);
camera.update();
}
public World createWorld() {
return new World(Constants.WORLD_GRAVITY, true);
}
public Body createGround(World world) {
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(new Vector2(Constants.GROUND_X, Constants.GROUND_Y));
Body body = world.createBody(bodyDef);
PolygonShape shape = new PolygonShape();
shape.setAsBox(Constants.GROUND_WIDTH / 2, Constants.GROUND_HEIGHT / 2);
body.createFixture(shape, Constants.GROUND_DENSITY);
shape.dispose();
return body;
}
}
答案 0 :(得分:0)
需要在BodyDef中定义物理体的BodyType
BodyDef bodyDef=new BodyDef();
bodyDef.BodyType= BodyType.STATIC;
不同常数的值应该是合适的,以便身体像你一样躺在相机视口内
Constants.GROUND_X,
Constants.GROUND_Y,
Constants.GROUND_WIDTH,
Constants.GROUND_HEIGHT
创建小身体并检查,身体轮廓是否可见。
在此之后,如果屏幕上没有任何内容,仍然使用SpriteBatch绘制简单的Sprite。
还有一个条件
可能是你在你的Child Game类中重写了Game的渲染方法而没有调用父渲染方法。