2011-08-16 58 views
0

所以我有這種方法,當我觸摸屏幕時,我的精靈將跳轉。現在的問題是,當我連續觸摸屏幕時,精靈會一次又一次地跳躍。我想要做的是,如果跳躍,跳躍方法不能被調用,除非我的精靈擊中地面。AndEngine如果跳轉方法被調用,如何使sprite不跳轉

這是代碼。

 
public class PhyiscsActivity extends BaseGameActivity implements IAccelerometerListener, IOnSceneTouchListener{

private static final int CAMERA_WIDTH = 720; private static final int CAMERA_HEIGHT = 480; private Camera mCamera; private BitmapTextureAtlas mBitmapTextureAtlas; private TiledTextureRegion mTextureRegion; private Scene mScene; private FixtureDef mFixtureDef = PhysicsFactory.createFixtureDef(1,-10f, 0.5f); private PhysicsWorld mPhysicsWorld; private Body body; private AnimatedSprite facebox; private FixtureDef wallfixture = PhysicsFactory.createFixtureDef(-1,0.5f, 0.5f); @Override public Engine onLoadEngine() { // TODO Auto-generated method stub this.mCamera = new Camera(0,0,CAMERA_WIDTH, CAMERA_HEIGHT); final EngineOptions mEngineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT),this.mCamera); mEngineOptions.getTouchOptions().setRunOnUpdateThread(true); return new Engine(mEngineOptions); } @Override public void onLoadResources() { // TODO Auto-generated method stub this.mBitmapTextureAtlas = new BitmapTextureAtlas(128,128, TextureOptions.BILINEAR_PREMULTIPLYALPHA); this.mTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mBitmapTextureAtlas, this, "gfx/face_box_tiled.png", 0, 0, 2, 1); this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas); } @Override public Scene onLoadScene() { // TODO Auto-generated method stub this.mEngine.registerUpdateHandler(new FPSLogger()); this.mScene = new Scene(); this.mScene.setBackground(new ColorBackground(1,1,1)); this.mPhysicsWorld = new PhysicsWorld(new Vector2(0,SensorManager.GRAVITY_EARTH),false); // This is the walls final Shape roof = new Rectangle(0, 0, CAMERA_WIDTH, 2); final Shape ground = new Rectangle(0,CAMERA_HEIGHT - 2,CAMERA_WIDTH,2); final Shape left = new Rectangle(0,0,2,CAMERA_HEIGHT); final Shape right = new Rectangle(CAMERA_WIDTH -2, 0,2,CAMERA_HEIGHT); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallfixture); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallfixture); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallfixture); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallfixture); // This is the Sprite facebox = new AnimatedSprite(30,(CAMERA_HEIGHT - 2) - this.mTextureRegion.getHeight() ,this.mTextureRegion); body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, facebox, BodyType.DynamicBody, mFixtureDef); this.mScene.attachChild(facebox); this.mScene.registerUpdateHandler(this.mPhysicsWorld); this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(facebox,body,true,true)); this.mScene.setOnSceneTouchListener(this); return this.mScene; } @Override public void onLoadComplete() { // TODO Auto-generated method stub } //Accelerometer @Override public void onAccelerometerChanged(AccelerometerData pAccelerometerData) { // TODO Auto-generated method stub final Vector2 gravity = Vector2Pool.obtain(pAccelerometerData.getX()* 3, 10); this.mPhysicsWorld.setGravity(gravity); Vector2Pool.recycle(gravity); } @Override protected void onResume() { // TODO Auto-generated method stub super.onResume(); this.enableAccelerometerSensor(this); } @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); this.disableAccelerometerSensor(); } //This is where i make the sprite jump @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { pSceneTouchEvent.isActionDown();{ this.jump(facebox); } return false; } public void jump(AnimatedSprite sprite){ boolean jumping = false; if(!jumping){ body.setLinearVelocity(new Vector2(body.getLinearVelocity().x,-8f)); } } public void jump(AnimatedSprite sprite){ if(!jumping){ body.setLinearVelocity(new Vector2(body.getLinearVelocity().x,-10)); jumping = true; } } @Override public void beginContact(Contact contact) { // TODO Auto-generated method stub jumping = true; } @Override public void endContact(Contact contact) { // TODO Auto-generated method stub jumping = false; }

我不知道爲什麼beginContact和endContact不initialzing。有什麼我應該做的初始化這個?例如更新處理程序? contactlistener?

回答

1

你需要有一個方法告訴你,如果你的球員跳或不。

public void jump(AnimatedSprite sprite){ 

    if(isJumping(sprite)){ 
     body.setLinearVelocity(new Vector2(body.getLinearVelocity().x,-8f));   
     } 

在這種方法中,您應該設法計算玩家是否跳躍。就像如果他碰着牆(如果玩家的身體(X,Y)是牆面(矩形))

確定你使用的Box2D做物理=)

你必須創建一個ContactListener,你必須實現這個類和你想添加的功能。 http://code.google.com/p/andenginephysicsbox2dextension/source/browse/src/com/badlogic/gdx/physics/box2d/ContactListener.java?r=1605f6e82f710ef9ebbe07632d6b055239d3b520

public void beginContact (Contact contact); 
public void endContact (Contact contact); 

接觸對象將countain你的對象(夾具)是感人。你只需在身體觸摸時檢查並設置跳轉爲假,當你打電話跳轉時設置爲真,並且你可以跳轉,設置跳轉爲真;

好嗎?

@Override 
public void beginContact(Contact contact) { 
    // TODO Auto-generated method stub 
    jumping = true; 
} 

@Override 
public void endContact(Contact contact) { 
    // TODO Auto-generated method stub 
jumping = false; 
} 

這是假的。我倒覺得它像只:

@Override 
public void beginContact(Contact contact) { 
    jumping = false; //you touched ground so you aren't jumping anymore 
} 

@Override 
public void endContact(Contact contact) { 
jumping = true; //you leave ground so you're jumping 
} 

和一個跳轉方法(而不是兩個):

public void jump(AnimatedSprite sprite){ 
     if(!jumping){ 
      jumping = true; 
      body.setLinearVelocity(new Vector2(body.getLinearVelocity().x,-8f));   
      } 
     } 

你看?;

+0

你能告訴我該怎麼做嗎?告訴我的玩家是否觸摸到牆壁。 –

+0

你必須告訴我你的牆壁是如何存儲在內存中的。 – jDourlens

+0

好吧,我要發佈我的所有代碼。 –