我以前使用过Box2D,所以我正在使用的这段代码已经在另一个项目中起作用了,唯一的主要区别是世界并没有作为参数传递,而是作为全局指针给出的。
当我应用“线性速度”(我已经尝试过从1到99999,仍然没有尝试过)时,即使Obj1->Body2D->GetPosition().x;
获得线性速度的位置也不会发生任何变化。
主要:
GameObject Obj1 = new GameObject(iVec2(500), iVec2(30));
void Update() {
Obj1->b2_body->SetLinearVelocity(b2Vec2(5, 0));
//Still same Position on Obj1
//Camera Update
Obj1->Render(*Renderer);
}
脚本1:
std::unique_ptr<b2World> World = std::make_unique<b2World>(b2Vec2(0.0f, 9.81f));
脚本2:
extern std::unique_ptr<b2World> World;
GameObject::GameObject(iVec2 position, iVec2 size, Texture sprite, iVec3 color)
:Position(iVec2(position.x / 128.0f, position.y / 128.0f)), Size(iVec2(size.x / 128.0f, size.y / 128.0f)) {
this->RenderPosition = position;
this->RenderSize = size;
b2BodyDef b2d_BodyDef;
b2d_BodyDef.type = b2_dynamicBody;
b2d_BodyDef.position.Set(Position.x, Position.y);
b2d_Body = World->CreateBody(&b2d_BodyDef);
b2PolygonShape b2d_BoxShape;
b2d_BoxShape.SetAsBox(Size.x / 2, Size.y / 2);
b2FixtureDef b2d_FixtureDef;
b2d_FixtureDef.shape = &b2d_BoxShape;
b2d_FixtureDef.density = 1.0f;
b2d_Fixture = b2d_Body->CreateFixture(&b2d_FixtureDef);
}
void GameObject::Render(Renderer2D & renderer) {
float tempPosX = this->b2d_Body->GetPosition().x;
float tempPosY = this->b2d_Body->GetPosition().y;
this->RenderPosition = iVec2((tempPosX - Size.x / 2) * 128.0f, (tempPosY - Size.y / 2) * 128.0f);
this->RenderSize = iVec2(Size.x * 128.0f, Size.y * 128.0f);
renderer.Render(this->Sprite, this->RenderPosition, this->RenderSize, this->RealRotation, this->Color);
}
答案 0 :(得分:1)
根据评论中的对话...如果未调用世界var luisrecognizer = new builder.LuisRecognizer(LuisModelUrl);
var qnarecognizer = new cognitiveservices.QnAMakerRecognizer({
knowledgeBaseId: process.env.QnAKnowledgebaseId,
authKey: process.env.QnAAuthKey || process.env.QnASubscriptionKey,
endpointHostName: process.env.QnAEndpointHostName
});
var basicQnAMakerDialog = new cognitiveservices.QnAMakerDialog({
recognizers: [qnarecognizer],
defaultMessage: 'No match! Try changing the query terms!',
qnaThreshold: 0.3
});
bot.recognizer(luisrecognizer);
bot.recognizer(basicQnAMakerDialog);
bot.dialog('/', basicQnAMakerDialog);
bot.dialog('GreetingDialog',[
(session) => {
session.send('You reached the Greeting intent. You said \'%s\'.',
session.message.text);
builder.Prompts.text(session, "What is your name?");
},
(session, results) => {
session.userData.name = results.response;
session.send("Glad you could make it, " + session.userData.name);
builder.Prompts.text(session, "Ask me something!");
},
(session, results) => {
session.conversationData.question = results.response;
session.send(session.conversationData.question + " is an interesting topic!")
session.endDialog();
}
]).triggerAction({
matches: 'Greeting'
})
方法,则对象位置将不会更新。
添加类似的呼叫
Step
将其循环放置,以根据对象的属性(例如速度)更新对象位置。
iforce2d制作了a tutorial on Box2D worlds(包括使用他们的step方法),我推荐给想要进一步了解Box2D World->Step(timeStep, velocityIterations, positionIterations);
类的任何人。
希望这会有所帮助!