所以,即時嘗試實現觸發主角在遊戲中移動的按鍵。 這裏是我的代碼:玩家運動(跳轉問題)
public class Play implements Screen{
變量:
World world;
Box2DDebugRenderer b2Dr;
OrthographicCamera camera;
OrthographicCamera hudCamera;
private SpriteBatch batch;
private Body toniBody;
private RHContactListener rhcl;
渲染的東西(注意,我有一個名爲InputController爲setInputProcessor一個Java類,它擴展InputAdapter和它全球有機紡織品標準的設定一定的鍵向下和向上的狀態):
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.input.setInputProcessor(new InputController());
RHInput.update();
camera.update();
handleInput();
world.step(delta, 6, 2);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.end();
b2Dr.render(world, camera.combined);
}
這裏就是相機被設置爲特定的縮放
@Override
public void resize(int width, int height) {
camera.viewportWidth = width/24;
camera.viewportHeight = height/24;
camera.update();
}
的東西在屏幕上:
@Override
public void show() {
world = new World(new Vector2(0, -9.81f),true);
rhcl = new RHContactListener();
world.setContactListener(rhcl);
b2Dr = new Box2DDebugRenderer();
batch = new SpriteBatch();
camera= new OrthographicCamera();
這裏是我定義我的場景的對象,地面和球員:
////Box2D////
//CREATE GROUND
//body definition
BodyDef bDef = new BodyDef();
bDef.position.set(0,-14);//meters
bDef.type = BodyDef.BodyType.StaticBody;
Body body = world.createBody(bDef);
//shape definition
PolygonShape ground = new PolygonShape();
ground.setAsBox(25, 1);//meters
//fixture definition
FixtureDef fDef = new FixtureDef();
fDef.friction= .5f;
fDef.shape = ground;
fDef.filter.categoryBits = B2DVariables.BIT_ground;//colision type
fDef.filter.maskBits = B2DVariables.BIT_can;//matching collision type
body.createFixture(fDef).setUserData("ground");
//CREATE TONI
//body definition
bDef.position.set(-10,-10);//meters
bDef.type = BodyDef.BodyType.DynamicBody;
toniBody = world.createBody(bDef);
//shape definition
PolygonShape tBox = new PolygonShape();
tBox.setAsBox(0.5f,2);//meters
//fixture definition
fDef.shape = tBox;
fDef.filter.categoryBits = B2DVariables.BIT_can;//colision type can step on ground
fDef.filter.maskBits = B2DVariables.BIT_ground;
toniBody.createFixture(fDef).setUserData("toni");
//Toni's foot the Ground Sensor
tBox.setAsBox(.2f , 0.2f, new Vector2(0, -2),0);
fDef.shape = tBox;
fDef.filter.categoryBits = B2DVariables.BIT_can;
fDef.filter.maskBits = B2DVariables.BIT_ground;
fDef.isSensor = true;
toniBody.createFixture(fDef).setUserData("toniFoot");
ground.dispose();
tBox.dispose();
}
這裏是部分地方一某些關鍵觸發動作
public void handleInput(){
//press W key aka Up key or BTNup
if (RHInput.isDown(RHInput.BTNup)){
if(rhcl.isPlayerOnGround()) {
toniBody.setLinearVelocity(0,100);
System.out.println("Toni jumps");
}
}
if (RHInput.isDown(RHInput.BTNright)){
rhcl.isPlayerOnGround();
toniBody.setLinearVelocity(5,0);
System.out.println("Toni walks right");
}else {
toniBody.setLinearVelocity(0,0);
}
if (RHInput.isDown(RHInput.BTNleft)){
if(rhcl.isPlayerOnGround()) {
toniBody.setLinearVelocity(-5,0);
System.out.println("Toni walks left");
}
else {
toniBody.setLinearVelocity(0,0);
}
}
if (RHInput.isPressed(RHInput.BTNdown)){
System.out.println("pressed s");
}
if (RHInput.isDown(RHInput.BTNdown)){
System.out.println("holding s");
}
}
其他libGDX東西
@Override
public void hide() {
dispose();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
world.dispose();
b2Dr.dispose();
}
}
的代碼工作。角色以線性速度左右移動。但它不會跳得很高,當它下降時,它會非常緩慢地下降。如何解決這個問題?
謝謝!
讓事情變得更快的簡單方法是增加重力。讓玩家跳得更高的簡單方法是增加你讓他跳躍的衝動/速度。 – iforce2d 2014-09-24 00:45:07