我可能錯過了一些簡單的東西,不知道是什麼。我只是在練習和重新創造龐,看看它會如何。Box2D + LibGDX乒乓球,所有的身體「卡住」
我有這樣的:
package com.gibbo.pong;
enter code here
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.World;
public class GameScreen implements Screen {
// Object instances
Pong pong;
Paddle paddle;
Walls wall;
Ball ball;
OrthographicCamera cam;
public static World world;
Box2DDebugRenderer debug;
// Booleans for paddles
private boolean playerOne = false;
private boolean playerTwo = false;
// Booleans for walls
private boolean wallTop = false;
private boolean wallBottom = false;
// Fields for the balls
private boolean ballExists = false;
private int ballTotal;
//Array to hold ball objects
Ball[] ballArray = new Ball[3];
// GameScreen default constructor
public GameScreen(Pong pong) {
this.pong = pong;
// Initiate the camera
cam = new OrthographicCamera(20f, 14f);
cam.position.set(10f, 7f, 0);
// Initiate the world, no gravity
world = new World(new Vector2(0, -10), true);
// Initiate the renderer
debug = new Box2DDebugRenderer();
// Initiate the paddle
paddle = new Paddle();
//Initiate the walls
wall = new Walls();
//Initiate the ball
ball = new Ball();
}
public void render(float delta) {
// Clear the screen and fill it black
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Update the camera
cam.update();
// Render the debug lines
debug.render(world, cam.combined);
// Check if paddles exist, if not create them
if (!playerOne) {
paddle.createPaddle(1, 7);
playerOne = true;
System.out.println("Creating player ones paddle");
}
if (!playerTwo) {
paddle.createPaddle(19, 7);
playerTwo = true;
System.out.println("Creating player twos paddle");
}
//Check if walls exist, if not create them
if(!wallBottom){
wall.createWalls(0, 0.1f);
wallBottom = true;
System.out.println("Creating top wall");
}
if(!wallTop){
wall.createWalls(0, 13f);
wallTop = true;
System.out.println("Creating bottom wall");
}
//Checks if ball exists
if(!ballExists){
ball.createBall(10f, 7f);
ballExists = true;
if(ballTotal == 0){
System.out.println("Creating ball number 1");
ballTotal += 1;
}else{
System.out.println("Creating ball number "+ballTotal + 1);
}
}
if(ball.ballBody.getPosition().x < 0){
System.out.println("Player twos point");
ball.destroyBall();
}
boolean test = true;
if(test){
ball.ballBody.setLinearVelocity(-10, 0);
System.out.println("Does this work?");
}
// Simulate the world with frame rate
// Keep at bottom of render when possible
world.step(1/60, 6, 2);
}
我使用其他3類,一個是球,一個牆,一個用於撥片。主要是練習如何讓他們一起工作,傳遞參數等等。這裏所寫的一切都是來自LibGDX站點和C++ box2d手冊的教程組合。
這是我的球類:
package com.gibbo.pong;
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.CircleShape;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.World;
public class Ball {
//Instance of the world
World world;
//Body for the ball
Body ballBody;
//Fixture for the ball
Fixture ballFixture;
public void createBall(float posX, float posY){
//Define a body for the ball
BodyDef ballBodyDef = new BodyDef();
ballBodyDef.type = BodyType.DynamicBody;
ballBodyDef.position.set(posX, posY);
//Define a shape for the ball
CircleShape ballShape = new CircleShape();
ballShape.setRadius(0.50f);
//Define a fixture for the ball
FixtureDef ballFixtureDef = new FixtureDef();
ballFixtureDef.shape = ballShape;
ballFixtureDef.density = 1;
//Create a ball
ballBody = GameScreen.world.createBody(ballBodyDef);
ballFixture = ballBody.createFixture(ballFixtureDef);
ballShape.dispose();
ballBody.setLinearVelocity(-10, 0.1f);
}
相當簡單,可以很容易地在GameScreen
類中被實施,但實踐和tidyness的緣故,我這個去了。我曾嘗試在這裏和球的GameScreen中設置LinearVelocity,我試圖模擬如果球碰到球拍時會發生什麼,球會如何反應,以及如果摧毀球外屏幕的方法會起作用。
但由於某種原因,一切都只是「卡住」。彷彿一切都是靜止的。我甚至嘗試在對象數組中創建球,所以我可以做balls[0].setxxxx
,但這一切都很有趣。
我需要爲我的球和其他類創建構造函數嗎?我的槳,牆和球是否不斷被渲染並被迫保持在同一位置?
關於帶有打印方法的隨機if語句,只是測試以確定該方法是否已經達到,因此強制它通過使用該方法來運行。
任何地方我的失敗在這裏?
在此先感謝。
這似乎是'world.step()'實際上並沒有工作,不知道爲什麼,試圖移動它並改變參數。徒勞無功。 – Gibbo