两个物体在Farseer Physics 3.3.2中没有碰撞

时间:2012-02-27 10:05:58

标签: c# xna farseer

我目前正在使用Farseer Physics for XNA进行游戏项目。现在我有两个类扩展了Farseer附带的Body类。下面是让我们碰撞的代码。

以下课程应该有点不言自明。基本上,我希望玩家能够与世界上所有的瓷砖碰撞。

    public Player(World gameWorld, GameWindow Window, int playernum, Texture2D sprite) : base(gameWorld)
    {
        //place the player in the center of the screen - this whole method can be changed
        Position = new Vector2(Window.ClientBounds.Width / 2, Window.ClientBounds.Height / 2);
        playerSprite = sprite;
        playerNum = (PlayerIndex)playernum;

        //Fixture stuff
        playerFixture = FixtureFactory.AttachRectangle(sprite.Width, sprite.Height, 1, new Vector2(), this);
        playerFixture.CollisionCategories = Category.Cat2;
        playerFixture.CollidesWith = Category.Cat1;
        playerFixture.OnCollision += playerOnCollision;
        //initialize the melee weapon
        //initialize the ranged weapon
    }

    public Tile(World gameWorld, Vector2 location, Game1 game, Vector2 offset) : base(gameWorld)
    {
        //Loading content in the constructor for simplicity's sake because the content manager is initialized by the time the stage is created
        health = 100;
        prevhealth = health;
        maxhealth = health;

        this.game = game;
        contentName = game.random.NextDouble() > 0.5 ? "Images/Tiles/MarbleTilesBreak" : "Images/Tiles/MarbleTiles1Break";
        tileTex = game.Content.Load<Texture2D>(contentName + "0");
        //breakSound = game.Content.Load<SoundEffect>("Tiles/FloorBreaking");
        location.X *= tileTex.Width;
        location.Y *= tileTex.Height;
        location += offset;
        Position = location;
        tileFixture = FixtureFactory.AttachRectangle(tileTex.Width, tileTex.Height, 1, new Vector2(), this);
        tileFixture.CollisionCategories = Category.Cat1;
        tileFixture.CollidesWith = Category.Cat2;
        tileFixture.OnCollision += _OnCollision;
    }

我的_OnCollision看起来像这样:

    public bool _OnCollision(Fixture fix1, Fixture fix2, Contact con)
    {
        if (fix2.CollisionCategories == Category.Cat2)
        {
            health -= 10f;
        }
      return false;
    }

然而,当我运行代码时,没有任何碰撞的迹象。当tile处于0运行状况时,应该删除它,但不会删除任何tile。

1 个答案:

答案 0 :(得分:0)

我发现移动我的精灵,我必须像他们在评论中提到的那样走向世界,然后将精灵的位置分配到身体的位置,这为我更新世界。

world.step(TIME_SPEED);
sprite.Position = body.Position;