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我有两个主体,一个动态主体和一个运动主体。当它们相互碰撞时,我想改变运动体的位置。我添加了一个接触监听器,并且能够检测到碰撞。但是当我想要改变运动体的变换时,我的游戏崩溃了。我非常感谢您的帮助。
错误:AL lib:(EE) alc_cleanup:1 个设备未关闭断言失败!
程序:D:\Program Files\Android\Android Studio\jre\bin\java.exe文件:/var/jenkins/.jenkins/workspace/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/b2Body.cpp,第 419 行
表达式:m_world->IsLocked() == false
public class Player extends Sprite {
public static final float scale = 12;
public static final float moveSpeed = 110;
public Body b2body;
public Player(World world) {
super(new Texture("playercut.jpg"));
setBounds(0,0,getWidth() / (FishAdventureMain.PPM * Player.scale), getHeight() / (FishAdventureMain.PPM * Player.scale));
BodyDef bdef = new BodyDef();
PolygonShape shape = new PolygonShape();
FixtureDef fdef = new FixtureDef();
bdef.type = BodyDef.BodyType.DynamicBody;
bdef.position.set(650/FishAdventureMain.PPM, 200 / FishAdventureMain.PPM);
b2body = world.createBody(bdef);
shape.setAsBox(getWidth() / 3, getHeight() / 5);
fdef.shape = shape;
b2body.createFixture(fdef).setUserData("head");
}
public void update() {
super.setPosition(b2body.getPosition().x - getWidth()/2, (b2body.getPosition().y - getHeight()/2) + (float)Math.sin(System.currentTimeMillis() * 0.009) * 0.04f);
}
}
public class AbstractGameObj {
protected final float moveSpeed = 90;
private Sprite sprite;
protected World world;
protected Body body;
protected Fixture fixture;
protected Vector2 position;
public AbstractGameObj(World world, Sprite sprite, Vector2 position, float scaleFactor1, float scaleFactor2) {
this.world = world;
this.sprite = sprite;
this.position = position;
BodyDef bdef = new BodyDef();
PolygonShape shape = new PolygonShape();
FixtureDef fdef = new FixtureDef();
bdef.position.set(position);
bdef.type = BodyDef.BodyType.KinematicBody;
body = world.createBody(bdef);
shape.setAsBox(sprite.getWidth() / scaleFactor1, sprite.getHeight() / scaleFactor2);
fdef.shape = shape;
fixture = body.createFixture(fdef);
}
public void update(float dt) {
sprite.setPosition(body.getPosition().x - sprite.getWidth()/2, body.getPosition().y - sprite.getWidth() / 2);
body.setLinearVelocity(moveSpeed *dt, 0);
}
public void onCollision() {
}
public Sprite getSprite() { return this.sprite; }
}
public class Coconut extends AbstractGameObj{
public Coconut(World world, Sprite sprite, Vector2 position, float scaleFactor1, float scaleFactor2) {
super(world, sprite, position, scaleFactor1, scaleFactor2);
fixture.setUserData(this);
}
@Override
public void onCollision() {
body.setTransform(100, 100, body.getAngle());
}
}
public class B2WorldCreator {
private Sprite cocoSprite1;
private Sprite cocoSprite2;
private Array<Coconut> cocoNuts;
public B2WorldCreator(World world) {
//Border bottom
BodyDef bdef = new BodyDef();
PolygonShape shape = new PolygonShape();
FixtureDef fdef = new FixtureDef();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(0, 0);
shape.setAsBox(FishAdventureMain.V_WIDTH / FishAdventureMain.PPM, 1 / FishAdventureMain.PPM);
fdef.shape = shape;
world.createBody(bdef).createFixture(fdef);
//Border Top
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(0, FishAdventureMain.V_HEIGHT / FishAdventureMain.PPM);
shape.setAsBox(FishAdventureMain.V_WIDTH / FishAdventureMain.PPM, 1 / FishAdventureMain.PPM);
fdef.shape = shape;
world.createBody(bdef).createFixture(fdef);
//Border left
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(FishAdventureMain.V_WIDTH / FishAdventureMain.PPM, FishAdventureMain.V_HEIGHT / FishAdventureMain.PPM);
shape.setAsBox(1 / FishAdventureMain.PPM, FishAdventureMain.V_HEIGHT / FishAdventureMain.PPM);
fdef.shape = shape;
world.createBody(bdef).createFixture(fdef);
//Border kind of middle
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(200 / FishAdventureMain.PPM, 0);
shape.setAsBox(1 / FishAdventureMain.PPM, FishAdventureMain.V_HEIGHT / FishAdventureMain.PPM);
fdef.shape = shape;
world.createBody(bdef).createFixture(fdef);
//Coconuts
cocoNuts = new Array<Coconut>();
cocoSprite1 = new Sprite(new Texture("coconut.jpg"));
cocoSprite1.setBounds(0,0, cocoSprite1.getWidth() / FishAdventureMain.PPM/10, cocoSprite1.getHeight() / FishAdventureMain.PPM/10);
cocoSprite2 = new Sprite(new Texture("coconut.jpg"));
cocoSprite2.setBounds(0,0, cocoSprite2.getWidth() / FishAdventureMain.PPM/10, cocoSprite2.getHeight() / FishAdventureMain.PPM/10);
cocoNuts.add(new Coconut(world, cocoSprite1, new Vector2(-300 / FishAdventureMain.PPM, 2), 1.8f, 1.8f));
cocoNuts.add(new Coconut(world, cocoSprite2, new Vector2(-1800 / FishAdventureMain.PPM, 2), 1.8f, 1.8f));
}
public void updateCocoNuts(float dt) {
for (Coconut nut : cocoNuts) {
nut.update(dt);
}
}
public void showCocoNuts(SpriteBatch sb) {
for (Coconut nut : cocoNuts) {
nut.getSprite().draw(sb);
}
}
}
public class PlayScreen extends InputAdapter implements Screen {
private FishAdventureMain main;
private OrthographicCamera gameCam;
private Viewport gamePort;
private Hud hud;
private ButtonController bcont;
private Texture background;
private World world;
private Box2DDebugRenderer renderer;
private Player player;
private B2WorldCreator creator;
public PlayScreen(FishAdventureMain main) {
this.main = main;
gameCam = new OrthographicCamera();
gamePort = new StretchViewport(FishAdventureMain.V_WIDTH / FishAdventureMain.PPM, FishAdventureMain.V_HEIGHT / FishAdventureMain.PPM, gameCam);
hud = new Hud(main.batch);
bcont = new ButtonController(main.batch);
background = new Texture("background.jpg");
world = new World(new Vector2(0, 0), true);
creator = new B2WorldCreator(world);
renderer = new Box2DDebugRenderer();
player = new Player(world);
gameCam.position.set(gamePort.getWorldWidth()/2, gamePort.getWorldHeight()/2,0);
world.setContactListener(new ContactListener() {
@Override
public void beginContact(Contact contact) {
Fixture fixA = contact.getFixtureA();
Fixture fixB = contact.getFixtureB();
if (fixA.getUserData() == "head" || fixB.getUserData() == "head") {
Fixture head = fixA.getUserData() == "head" ? fixA : fixB;
Fixture object = head == fixA ? fixB : fixA;
if (object.getUserData() != null && AbstractGameObj.class.isAssignableFrom(object.getUserData().getClass())) {
((AbstractGameObj) object.getUserData()).onCollision();
}
}
}
@Override
public void endContact(Contact contact) {
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
}
});
}
@Override
public void show() {
Gdx.gl.glClearColor(0, 0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
main.batch.setProjectionMatrix(gamePort.getCamera().combined);
main.batch.begin();
main.batch.draw(background, 0, 0, FishAdventureMain.V_WIDTH / FishAdventureMain.PPM, FishAdventureMain.V_HEIGHT / FishAdventureMain.PPM);
player.draw(main.batch);
creator.showCocoNuts(main.batch);
main.batch.end();
renderer.render(world, gameCam.combined);
main.batch.setProjectionMatrix(hud.stage.getCamera().combined);
hud.stage.draw();
bcont.stage.draw();
}
@Override
public void render(float delta) {
update(delta);
show();
}
public void update(float dt) {
handleInput(dt);
world.step(1/60f, 6, 2);
gameCam.update();
player.update();
creator.updateCocoNuts(dt);
}
private void handleInput(float dt) {
if (bcont.getUpPressed())
player.b2body.setLinearVelocity(new Vector2(player.b2body.getLinearVelocity().x, Player.moveSpeed * dt));
else if (bcont.getDownPressed())
player.b2body.setLinearVelocity(new Vector2(player.b2body.getLinearVelocity().x, -Player.moveSpeed * dt));
else
player.b2body.setLinearVelocity(player.b2body.getLinearVelocity().x, 0);
if(bcont.getLeftPressed())
player.b2body.setLinearVelocity(new Vector2(-Player.moveSpeed * dt, player.b2body.getLinearVelocity().y));
else if (bcont.getRightPressed())
player.b2body.setLinearVelocity(new Vector2(Player.moveSpeed * dt, player.b2body.getLinearVelocity().y));
else
player.b2body.setLinearVelocity(new Vector2(0, player.b2body.getLinearVelocity().y));
}
@Override
public void resize(int width, int height) {
gamePort.update(width, height);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
background.dispose();
hud.dispose();
}
}
最佳答案
您遇到的问题是您试图在物理处理过程中移动对象。 Box2D 不喜欢在物理处理期间(例如在碰撞期间)移动或更改对象
为了解决这个问题,您必须为碰撞对象设置一个标志,然后在物理完成后移动它。
例如
// during physics processing
@Override
public void onCollision() {
//add body to array of objects to move
}
然后添加
public void update(float dt) {
handleInput(dt);
world.step(1/60f, 6, 2);
// world is done processing physics
// loop through array and move objects
gameCam.update();
player.update();
creator.updateCocoNuts(dt);
}
关于java - Box2D 碰撞时将物体移动到不同的位置,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/56410935/
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