gpt4 book ai didi

java - AndEngine gles2 物理

转载 作者:行者123 更新时间:2023-12-01 05:16:12 27 4
gpt4 key购买 nike

我尝试在 AndEngine 示例包中复制并粘贴物理示例。

没有出现错误,但当我运行它时,模拟器显示“不幸的是,PhysicsActivity 已停止”。

模拟器使用 API 15,GPU 已开启,磁场支持和加速计也已开启。

代码如下:

package physics.jet;

import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.primitive.Rectangle;
import org.andengine.entity.scene.IOnAreaTouchListener;
import org.andengine.entity.scene.IOnSceneTouchListener;
import org.andengine.entity.scene.ITouchArea;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.Background;
import org.andengine.entity.shape.IAreaShape;
import org.andengine.entity.sprite.AnimatedSprite;
import org.andengine.entity.util.FPSLogger;
import org.andengine.extension.physics.box2d.PhysicsConnector;
import org.andengine.extension.physics.box2d.PhysicsFactory;
import org.andengine.extension.physics.box2d.PhysicsWorld;
import org.andengine.extension.physics.box2d.util.Vector2Pool;
import org.andengine.extension.physics.box2d.util.constants.PhysicsConstants;
import org.andengine.input.sensor.acceleration.AccelerationData;
import org.andengine.input.sensor.acceleration.IAccelerationListener;
import org.andengine.input.touch.TouchEvent;
import org.andengine.opengl.texture.TextureOptions;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
import org.andengine.opengl.texture.region.TiledTextureRegion;
import org.andengine.opengl.vbo.VertexBufferObjectManager;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import org.andengine.util.debug.Debug;

import android.hardware.SensorManager;
import android.widget.Toast;

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.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.joints.MouseJoint;
import com.badlogic.gdx.physics.box2d.joints.MouseJointDef;

/**
* @author albrandroid
* @author Nicolas Gramlich
* @since 10:35:23 - 28.02.2011
*/
public class PhysicsActivity extends SimpleBaseGameActivity implements IAccelerationListener, IOnSceneTouchListener, IOnAreaTouchListener {
// ===========================================================
// Constants
// ===========================================================

private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;

private static final FixtureDef FIXTURE_DEF = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f);

// ===========================================================
// Fields
// ===========================================================

private BitmapTextureAtlas mBitmapTextureAtlas;

private TiledTextureRegion mBoxFaceTextureRegion;
private TiledTextureRegion mCircleFaceTextureRegion;

private Scene mScene;

private PhysicsWorld mPhysicsWorld;
private int mFaceCount = 0;

private MouseJoint mMouseJointActive;
private Body mGroundBody;

// ===========================================================
// Constructors
// ===========================================================

// ===========================================================
// Getter & Setter
// ===========================================================

// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================

@Override
public EngineOptions onCreateEngineOptions() {
Toast.makeText(this, "Touch the screen to add objects.", Toast.LENGTH_LONG).show();

final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);

return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
}

@Override
public void onCreateResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");

this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 64, 64, TextureOptions.BILINEAR);
this.mBoxFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_box_tiled.png", 0, 0, 2, 1); // 64x32
this.mCircleFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_circle_tiled.png", 0, 32, 2, 1); // 64x32
this.mBitmapTextureAtlas.load();
}

@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());

this.mScene = new Scene();
this.mScene.setBackground(new Background(0, 0, 0));
this.mScene.setOnSceneTouchListener(this);
this.mScene.setOnAreaTouchListener(this);

this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, SensorManager.GRAVITY_EARTH), false);
this.mGroundBody = this.mPhysicsWorld.createBody(new BodyDef());

final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager);
final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager);
final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager);
final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager);

final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef);

this.mScene.attachChild(ground);
this.mScene.attachChild(roof);
this.mScene.attachChild(left);
this.mScene.attachChild(right);

this.mScene.registerUpdateHandler(this.mPhysicsWorld);

return this.mScene;
}

@Override
public void onGameCreated() {
this.mEngine.enableVibrator(this);
}

@Override
public boolean onSceneTouchEvent(final Scene pScene, final TouchEvent pSceneTouchEvent) {
if(this.mPhysicsWorld != null) {
switch(pSceneTouchEvent.getAction()) {
case TouchEvent.ACTION_DOWN:
this.addFace(pSceneTouchEvent.getX(), pSceneTouchEvent.getY());
return true;
case TouchEvent.ACTION_MOVE:
if(this.mMouseJointActive != null) {
final Vector2 vec = Vector2Pool.obtain(pSceneTouchEvent.getX() / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, pSceneTouchEvent.getY() / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT);
this.mMouseJointActive.setTarget(vec);
Vector2Pool.recycle(vec);
}
return true;
case TouchEvent.ACTION_UP:
if(this.mMouseJointActive != null) {
this.mPhysicsWorld.destroyJoint(this.mMouseJointActive);
this.mMouseJointActive = null;
}
return true;
}
return false;
}
return false;
}

@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
if(pSceneTouchEvent.isActionDown()) {
final IAreaShape face = (IAreaShape) pTouchArea;
/*
* If we have a active MouseJoint, we are just moving it around
* instead of creating a second one.
*/
if(this.mMouseJointActive == null) {
this.mEngine.vibrate(100);
this.mMouseJointActive = this.createMouseJoint(face, pTouchAreaLocalX, pTouchAreaLocalY);
}
return true;
}
return false;
}

@Override
public void onAccelerationAccuracyChanged(final AccelerationData pAccelerationData) {

}

@Override
public void onAccelerationChanged(final AccelerationData pAccelerationData) {
final Vector2 gravity = Vector2Pool.obtain(pAccelerationData.getX(), pAccelerationData.getY());
this.mPhysicsWorld.setGravity(gravity);
Vector2Pool.recycle(gravity);
}

@Override
public void onResumeGame() {
super.onResumeGame();

this.enableAccelerationSensor(this);
}

@Override
public void onPauseGame() {
super.onPauseGame();

this.disableAccelerationSensor();
}

// ===========================================================
// Methods
// ===========================================================

public MouseJoint createMouseJoint(final IAreaShape pFace, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
final Body body = (Body) pFace.getUserData();
final MouseJointDef mouseJointDef = new MouseJointDef();

final Vector2 localPoint = Vector2Pool.obtain((pTouchAreaLocalX - pFace.getWidth() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (pTouchAreaLocalY - pFace.getHeight() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT);
this.mGroundBody.setTransform(localPoint, 0);

mouseJointDef.bodyA = this.mGroundBody;
mouseJointDef.bodyB = body;
mouseJointDef.dampingRatio = 0.95f;
mouseJointDef.frequencyHz = 30;
mouseJointDef.maxForce = (200.0f * body.getMass());
mouseJointDef.collideConnected = true;

mouseJointDef.target.set(body.getWorldPoint(localPoint));
Vector2Pool.recycle(localPoint);

return (MouseJoint) this.mPhysicsWorld.createJoint(mouseJointDef);
}

private void addFace(final float pX, final float pY) {
this.mFaceCount++;
Debug.d("Faces: " + this.mFaceCount);

final AnimatedSprite face;
final Body body;

if(this.mFaceCount % 2 == 0) {
face = new AnimatedSprite(pX, pY, this.mBoxFaceTextureRegion, this.getVertexBufferObjectManager());
body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, face, BodyType.DynamicBody, FIXTURE_DEF);
} else {
face = new AnimatedSprite(pX, pY, this.mCircleFaceTextureRegion, this.getVertexBufferObjectManager());
body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face, BodyType.DynamicBody, FIXTURE_DEF);
}
face.setUserData(body);
face.animate(200);

this.mScene.registerTouchArea(face);
this.mScene.attachChild(face);

this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, body, true, true));
}

// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}

最佳答案

您必须在设备上运行它,因为 AndEngineGles2 无法与模拟器一起使用

关于java - AndEngine gles2 物理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11178892/

27 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com