我想創建簡單的網球比賽。每邊都有一堵牆。還有一個盒子和一個球。我的環境沒有重力。盒子和球沒有任何速度。當球接觸球時(我用不同的速度通過鼠標移動球),球(球)只是改變其位置而不繼續移動,有時這些物體不會相互碰撞:Box2D(LibGDX) - 球的奇怪行爲
我希望盒子可以用不同的角度和力量擊球。
我怎樣才能做到這一點?我應該改變球和盒子的屬性?
代碼片斷如下:
public void createBall(Vector2 position, Vector2 velocity, float angle, Object userData){
// First we create a body definition
BodyDef bodyDef = new BodyDef();
// We set our body to dynamic, for something like ground which doesnt move we would set it to StaticBody
bodyDef.type = BodyType.DynamicBody;
// Set our body's starting position in the world
bodyDef.position.set(position);
// Create our body in the world using our body definition
Body body = world.createBody(bodyDef);
body.setUserData(userData);
// Create a circle shape and set its radius to 6
CircleShape circle = new CircleShape();
circle.setRadius(10f);
PolygonShape poly = new PolygonShape();
poly.setAsBox(12, 12);
// Create a fixture definition to apply our shape to
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = circle;
fixtureDef.density = 0.0f;
fixtureDef.friction = 0.2f;
fixtureDef.restitution = 1f; // Make it bounce a little bit
fixtureDef.isSensor=false;
// Create our fixture and attach it to the body
Fixture f = body.createFixture(fixtureDef);
f.setUserData("ball");
circle.dispose();
}
private Body createBox(World world, float width, float height, float density) {
BodyDef def = new BodyDef();
def.type = BodyType.KinematicBody;
Body box = world.createBody(def);
PolygonShape poly = new PolygonShape();
poly.setAsBox(width/2, height/2);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = poly;
fixtureDef.density = 0.0f;
fixtureDef.friction = 0.3f;
fixtureDef.restitution = 0.1f; // Make it bounce a little bit
fixtureDef.isSensor=false;
// Create our fixture and attach it to the body
Fixture f = box.createFixture(fixtureDef);
f.setUserData("platform");
poly.dispose();
return box;
}
public void createWall(World world, Vector2 position, float hx, float hy){
// Create our body definition
BodyDef groundBodyDef =new BodyDef();
// Set its world position
groundBodyDef.position.set(position);
groundBodyDef.type=BodyType.StaticBody;
// Create a body from the defintion and add it to the world
Body groundBody = world.createBody(groundBodyDef);
// Create a polygon shape
PolygonShape groundBox = new PolygonShape();
// Set the polygon shape as a box which is twice the size of our view port and 20 high
// (setAsBox takes half-width and half-height as arguments)
groundBox.setAsBox(hx, hy);
// Create a fixture from our polygon shape and add it to our ground body
groundBody.createFixture(groundBox, 0.0f);
// Clean up after ourselves
groundBox.dispose();
}
如果我想用鼠標移動,我該怎麼辦?我應該使用什麼樣的功能? – Nolesh
@Ares:看看b2MouseJoint。你可以將它與身體的固定旋轉結合起來。你也可以以某種方式計算平臺的速度,而不是從鼠標的位置。 – Andrew
你能分享一個鏈接嗎? – Nolesh