gpt4 book ai didi

Java LibGDX 无法在启用物理体和重力的情况下移动

转载 作者:行者123 更新时间:2023-12-01 09:34:34 26 4
gpt4 key购买 nike

我确实需要一些帮助,但我陷入了困境。我试图在一个简单的游戏中使一个 block 成为地面,另一个 block 落到它上面,然后可能弹起一点,但能够向左或向右移动盒子以从第一个 block 上掉下来。谁能帮我解决这个问题吗?

对于任何对答案感兴趣的人,感谢 PoprostuRonin 和 dermetfan 的 YouTube 视频,我能够得到我正在寻找的结果,您可以在您的项目中尝试以下代码,只需更改 Sprite 纹理即可。

private Box2DDebugRenderer debugRenderer;
private OrthographicCamera camera;
private float spriteSpeed = 500000;
private World world;
private Sprite playersprite;
private Sprite groundsprite;
private Body playerBody;
private Body groundbody;
private Vector2 movement = new Vector2();
private Array<Body> tmpBodies = new Array<Body>();

public TestState(GameStateManager gsm) {
super(gsm);

Gdx.input.setInputProcessor(this);

batch = new SpriteBatch();

debugRenderer = new Box2DDebugRenderer();
camera = new OrthographicCamera();

// Sprites
playersprite = new Sprite(new Texture("badlogic.jpg"));
groundsprite = new Sprite(new Texture("ground-tiles-01.gif"));

// World
world = new World(new Vector2(0, -9.8f), true);

// Player Sprite
// Body definition
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(0, 200); //1m

PolygonShape shape = new PolygonShape();
shape.setAsBox(10, 10);

// Fixture definition
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 2.5f; //2.5kg
fixtureDef.friction = 0; //0-1
fixtureDef.restitution = .75f; //0-1

playerBody = world.createBody(bodyDef);
playerBody.createFixture(fixtureDef);
playerBody.setUserData(playersprite);
playersprite.setSize(20, 20);
playersprite.setOrigin(playersprite.getWidth() / 2, playersprite.getHeight() / 2);
shape.dispose();

// Ground Sprite
// Body definition
BodyDef groundbodyDef = new BodyDef();
groundbodyDef.type = BodyType.StaticBody;
groundbodyDef.position.set(0, 0); //1m

PolygonShape groundshape = new PolygonShape();
groundshape.setAsBox(groundsprite.getHeight() / 2, groundsprite.getWidth() / 2);

// Fixture definition
FixtureDef groundfixtureDef = new FixtureDef();
groundfixtureDef.shape = groundshape;
groundfixtureDef.density = 100; //2.5kg
groundfixtureDef.friction = .25f; //0-1
groundfixtureDef.restitution = 0; //0-1

groundbody = world.createBody(groundbodyDef);
groundbody.createFixture(groundfixtureDef);
groundbody.setUserData(groundsprite);
groundsprite.setSize(groundsprite.getHeight(), groundsprite.getWidth());
groundsprite.setOrigin(groundsprite.getWidth() / 2, groundsprite.getHeight() / 2);

groundshape.dispose();
}

@Override
public void update(float delta) {
camera.viewportWidth = Gdx.graphics.getWidth();
camera.viewportHeight = Gdx.graphics.getHeight();
}

@Override
public void render() {
Gdx.gl.glClearColor(50 / 255f, 213 / 255f, 237 / 255f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

debugRenderer.render(world, camera.combined);
batch.setProjectionMatrix(camera.combined);
world.step(Gdx.graphics.getDeltaTime(), 6, 2);

playerBody.applyForceToCenter(movement, true);

batch.begin();
world.getBodies(tmpBodies);
for (Body body : tmpBodies){
if (body.getUserData() != null && body.getUserData() instanceof Sprite) {
Sprite sprite = (Sprite) body.getUserData();
sprite.setPosition(body.getPosition().x - sprite.getWidth() / 2, body.getPosition().y - sprite.getHeight() / 2);
sprite.setRotation(body.getAngle() * MathUtils.radiansToDegrees);
sprite.draw(batch);
}
}
batch.end();

camera.position.set(playerBody.getPosition().x, playerBody.getPosition().y, 0);
camera.update();

}

@Override
public void dispose() {
world.dispose();
playersprite.getTexture().dispose();
groundsprite.getTexture().dispose();
}

@Override
public boolean keyDown(int keycode) {
switch (keycode) {
case Keys.DPAD_LEFT:
movement.x = -spriteSpeed;
break;
case Keys.DPAD_RIGHT:
movement.x = spriteSpeed;
break;
case Keys.DPAD_UP:
movement.y = spriteSpeed;
break;
case Keys.DPAD_DOWN:
movement.y = -spriteSpeed;
}
return true;
}

@Override
public boolean keyUp(int keycode) {
switch (keycode) {
case Keys.DPAD_LEFT:
case Keys.DPAD_RIGHT:
movement.x = 0;
break;
case Keys.DPAD_UP:
case Keys.DPAD_DOWN:
movement.y = 0;
}
return true;
}

最佳答案

您的代码是有效的,问题是数字。

你的 body 质量很大,20480公斤。重力是颠倒的,因为你要求它:

world = new World(new Vector2(0, -1000f), true);

-1000,它低于 0,所以它是倒置的,大数字(在你的“星球”上是 1000,在地球上是 9.8)会导致物体不太可控。

更改值:

float spriteSpeed = 60000;
...
world = new World(new Vector2(0, 9.8F), true);
...
fixtureDef.density = 1;
fixtureDef2.density = 1;

你会注意到现在 body 是可控的(它甚至可以飞)。玩弄这些数字并学习一些基本的物理规则,以了解您在做什么。

Sprite 和 body 位置已同步,但未正确对齐。使用此代码完成第一步,使纹理与主体对齐。

sprite.setCenter(body.getPosition().x, body.getPosition().y);
groundsprite.setCenter(ground.getPosition().x, ground.getPosition().y);

但是旋转呢

groundsprite.setOriginCenter();
sprite.setOriginCenter();

groundsprite.setRotation(ground.getAngle() * MathUtils.radDeg);
sprite.setRotation(body.getAngle() * MathUtils.radDeg);

这很简单,因为您的对象是单个纹理,我们可以简单地将其对齐在中心,但随着对象变得更加复杂,需要更改代码。

关于Java LibGDX 无法在启用物理体和重力的情况下移动,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39113809/

26 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com