用尽短值来检测LIBGDX中的冲突

时间:2018-09-10 01:16:40

标签: java libgdx game-development

我在我的LIBGDX游戏中使用短值来检测碰撞,但是我放置了太多元素,以至于用完了所有值。我目前在32768,被认为是整数。我该怎么办?

这些是我的碰撞位:

public static final short NOTHING_BIT = 0;
public static final short GROUND_BIT = 1;
public static final short FRAN_BIT = 2;
public static final short BRICK_BIT = 4;
public static final short SECONDS_BIT = 8;
public static final short DESTROYED_BIT = 16;
public static final short HIDDEN_BIT = 32;
public static final short ENEMY_BIT = 64;
public static final short ENEMY_HEAD_BIT = 128;
public static final short ENEMY_FRONT_BIT = 256;
public static final short FRAN_HEAD_BIT = 512;
public static final short FRAN_BODY_SENSOR_BIT = 1024;
public static final short ENEMY_LIMIT = 2048;
public static final short WATER_BIT = 4096;
public static final short FIREBALL_BIT = 8192;
public static final short GROUND_ESCAPE = 16384;

这是检测到冲突的代码:

 @Override
public void beginContact(Contact contact) {

    Fixture fixA = contact.getFixtureA();
    Fixture fixB = contact.getFixtureB();

    int cDef = fixA.getFilterData().categoryBits | fixB.getFilterData().categoryBits;

    switch (cDef){

        case JungleMasters.FRAN_HEAD_BIT | JungleMasters.BRICK_BIT:
            if (fixA.getFilterData().categoryBits == JungleMasters.FRAN_HEAD_BIT){
                ((InteractiveTIleObject)fixB.getUserData()).onHeadHit((Franfran) fixA.getUserData());
            } else {
                ((InteractiveTIleObject) fixA.getUserData()).onHeadHit((Franfran) fixB.getUserData());
            }

            sound = screen.assetManager.manager.get(screen.assetManager.brickBreaking);
            sound.play();

            break;

        case JungleMasters.FRAN_HEAD_BIT | JungleMasters.HIDDEN_BIT:
            if (fixA.getFilterData().categoryBits == JungleMasters.FRAN_HEAD_BIT){
                ((InteractiveTIleObject)fixB.getUserData()).onHeadHit((Franfran) fixA.getUserData());
            } else {
                ((InteractiveTIleObject) fixA.getUserData()).onHeadHit((Franfran) fixB.getUserData());
            }

            sound = screen.assetManager.manager.get(screen.assetManager.brickBreaking);
            sound.play();

            break; ...}

1 个答案:

答案 0 :(得分:1)

categoryBitsmaskBits主要用于box2d来说明哪个灯具与另一个灯具发生碰撞。

因此,当您的fixtures中的一个与全部fixture或全部都不碰撞时,您就不需要category-或maskBits

如果灯具与所有其他灯具发生碰撞,则不需要category-或maskBits
如果灯具与其他灯具均不发生碰撞,则可以设置isSensor = true;而不是使用category-和maskBits

如果您知道哪个对象与另一个对象发生碰撞,可以使用UserData的灯具。

为您拥有的所有类型创建一个枚举:

public enum Type {
    NOTHING,
    GROUND,
    FRAN,
    FRAN_BODY_SENSOR,
    ENEMY_FRONT,
    BRICK,
    etc...
}

然后通过创建固定装置,可以将Type设置为UserData:

Fixture fixture = body.createFixture(fixtureDef);
fixture.setUserData(Type.GROUND);
//short:
body.createFixture(fixtureDef).setUserData(Type.GROUND);

最后,在您的ContactListener中,您可以检查灯具的UserData来找出哪个对象与其他对象发生碰撞:

if(fixA.getUserData() == Type.FRAN_HEAD && fixB.getUserData() == Type.BRICK){
            //FRAN_HEAD and BRICK has collided
}