我遇到這種情況,同時使用libgdx開發我的小2D橫向滾動平臺遊戲。主要問題是beginContact(Contact contact)
在明確需要時未被調用。下面是一些簡單的代碼片段給出一個簡要概述:Libgdx box2d ContactListener是非常糟糕的
ContactListener
類記錄傳感器和地面之間的每次接觸:
public class WorldContactListener implements ContactListener
{
Player player;
public WorldContactListener(Player player, World world)
{
this.player = player;
world.setContactListener(this);
}
@Override
public void beginContact(Contact contact)
{
Object userDataA = contact.getFixtureA().getUserData();
Object userDataB = contact.getFixtureB().getUserData();
if((userDataA == Tomb.UserData.GROUND || userDataB == Tomb.UserData.GROUND)
&& (userDataA == Tomb.UserData.PLAYER_FEET || userDataB == Tomb.UserData.PLAYER_FEET))
{
Gdx.app.log("collision", "start");
}
}
@Override
public void endContact(Contact contact)
{
Object userDataA = contact.getFixtureA().getUserData();
Object userDataB = contact.getFixtureB().getUserData();
if((userDataA == Tomb.UserData.GROUND || userDataB == Tomb.UserData.GROUND)
&& (userDataA == Tomb.UserData.PLAYER_FEET || userDataB == Tomb.UserData.PLAYER_FEET))
{
Gdx.app.log("collision", "stop");
}
}
@Override
public void preSolve(Contact contact, Manifold oldManifold)
{
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse)
{
}
}
球員創造:
//Main rectangle:
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(spawnCoordinates);
bodyDef.type = BodyType.DynamicBody;
body = world.createBody(bodyDef);
FixtureDef fixtureDef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox(5/Tomb.PPM, 14/Tomb.PPM);
fixtureDef.shape = shape;
fixtureDef.friction = FRICTION; //1
fixtureDef.restitution = RESTITUTION; //0
body.createFixture(fixtureDef).setUserData(Tomb.UserData.PLAYER);
//Circle-shaped sensor:
fixtureDef = new FixtureDef();
CircleShape feet = new CircleShape();
feet.setPosition(new Vector2(0, -16/Tomb.PPM));
feet.setRadius(10/Tomb.PPM);
fixtureDef.shape = feet;
fixtureDef.isSensor = true;
body.createFixture(fixtureDef).setUserData(Tomb.UserData.PLAYER_FEET);
球員動作:
private void handleInput(float delta)
{
if(Gdx.input.isKeyJustPressed(Input.Keys.UP))
{
body.applyLinearImpulse(new Vector2(0, JUMP_POWER), body.getWorldCenter(), true);
}
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT) && body.getLinearVelocity().x <= MAX_HORIZONTAL_VELOCITY)
{
body.applyLinearImpulse(new Vector2(HORIZONTAL_SPEED, 0), body.getWorldCenter(), true);
}
if(Gdx.input.isKeyPressed(Input.Keys.LEFT) && body.getLinearVelocity().x >= -MAX_HORIZONTAL_VELOCITY)
{
body.applyLinearImpulse(new Vector2(-HORIZONTAL_SPEED, 0), body.getWorldCenter(), true);
}
}
從Ti導入的.tmx映射的初始化領導地圖編輯器。值得注意的是整個地形是一個單獨的PolygonMapObject
,所以在這種情況下,for
循環是不需要的。
protected void defineGround(int layerIndex)
{
for(PolygonMapObject object : map.getLayers().get(layerIndex).getObjects().getByType(PolygonMapObject.class))
{
BodyDef bodyDef = new BodyDef();
ChainShape chainShape = new ChainShape();
FixtureDef fixtureDef = new FixtureDef();
Body body;
Polygon polygon = object.getPolygon();
bodyDef.type = BodyType.StaticBody;
bodyDef.position.set(polygon.getX()/Tomb.PPM, polygon.getY()/Tomb.PPM);
body = world.createBody(bodyDef);
float[] scaledVertices = new float[polygon.getVertices().length];
for(int i = 0; i < polygon.getVertices().length; i++)
{
scaledVertices[i] = polygon.getVertices()[i]/Tomb.PPM;
}
chainShape.createChain(scaledVertices);
fixtureDef.shape = chainShape;
body.createFixture(fixtureDef).setUserData(Tomb.UserData.GROUND);
}
}
最後,自我解釋圖片,顯示遊戲畫面本身與WorldContactListener
日誌Eclipse控制檯:
同樣的事情發生搶時(或絕對不平的表面):
我已經嘗試了所有可能的傳感器的形狀和尺寸的變化,所以這種行爲不是由CircleShape
的大小引起的。可能是什麼情況?或者不涉及ContactListener
的任何解決方法?