我在AndEngine中開發我幾乎完成了我的遊戲,但不幸的是,由於我在更新循環中檢查.collides很多,偶爾會遇到低fps。我現在明白,這是問題所在,我一直試圖用Box2d來改變它與理論上的物體,這正是我所需要的,但我無法抓住它!Box2d碰撞檢測與陣列
基本上,我有4個數組;一個是汽車,三個是敵人。汽車從左到右駕駛,如果他們與這些敵人中的任何一個接觸,則速度會有所不同。當我加載陣列時,是否必須爲每輛汽車和敵人分配車身?然後我該如何檢查?我是否運行for循環,然後運行isBodyContacted(carBody,iceBergBody);'在更新中看?這有點合作!
僅供參考,裝我的車:
private void loadCar() {
for (int i = 0; i < rManager.getInstance().carArray.length; i++) {
rManager.getInstance().carArray[i] = new Car(new Sprite(
rManager.getInstance().spawnPoint[i].getSpawnPos().x,
rManager.getInstance().spawnPoint[i].getSpawnPos().y,
rManager.getInstance().car_region,
engine.getVertexBufferObjectManager()) {
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
final float pTouchAreaLocalX,
final float pTouchAreaLocalY) {
if (pSceneTouchEvent.isActionMove()
&& GameManager.getInstance().getDebugMode() == true) {
this.setPosition(pSceneTouchEvent.getX(),
pSceneTouchEvent.getY());
}
return true;
}
});
}
for (int i = 0; i < rManager.getInstance().carArray.length; i++) {
rManager.getInstance().carArray[i].getCarSprite().setScale(0.5f);
rManager.getInstance().carArray[i].getCarSprite().setAnchorCenter(
0, 0);
colourX = (randNumber(2, 9));
colourY = (randNumber(2, 9));
colourZ = (randNumber(2, 9));
colourX /= 10;
colourY /= 10;
colourZ /= 10;
rManager.getInstance().carArray[i].getCarSprite().setColor(colourZ,
colourY, colourZ);
attachChild(rManager.getInstance().carArray[i].getCarSprite());
this.registerTouchArea(rManager.getInstance().carArray[i]
.getCarSprite());
this.setTouchAreaBindingOnActionDownEnabled(true);
}
}
加載一個敵人..
void loadIceBerg() {
for (int i = 0; i < rManager.getInstance().iceBergArray.length; i++) {
rManager.getInstance().iceBergArray[i] = new IceBergEnemy(
new Sprite(randNumber(200, 700), randNumber(0, 480),
rManager.getInstance().iceBerg_region,
engine.getVertexBufferObjectManager()) {
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX(), pSceneTouchEvent.getY());
if (this.getY() > rManager.getInstance().camera.getHeight() - (this.getHeight()/2) || this.getY() < 0 + (this.getHeight()/2))
{
this.setPosition(200 - (pDifficultyLevel * 20),
-100);
showScore(50, " ice berg!");
this.setVisible(false);
}
if(pSceneTouchEvent.isActionUp())
{
updateScore(50);
GameManager.getInstance().updateTotalIceBergEnemiesKilled();
}
return true;
}
});
rManager.getInstance().iceBergArray[i].getIceBergSprite()
.setPosition(
rManager.getInstance().iceBergArray[i]
.getIceBergSprite().getX(),
rManager.getInstance().iceBergArray[i]
.getIceBergSprite().getY());
rManager.getInstance().iceBergArray[i].getIceBergSprite().setScale(
0.8f);
this.registerTouchArea(rManager.getInstance().iceBergArray[i]
.getIceBergSprite());
this.setTouchAreaBindingOnActionDownEnabled(true);
attachChild(rManager.getInstance().iceBergArray[i]
.getIceBergSprite());
}
}
一些碰撞!
else if (rManager.getInstance().iceBergArray[2]
.getIceBergSprite().collidesWith(
rManager.getInstance().carArray[r]
.getCarSprite())) {
rManager.getInstance().carArray[r].setCarSpeed(0f);
}
else if (rManager.getInstance().iceBergArray[3]
.getIceBergSprite().collidesWith(
rManager.getInstance().carArray[r]
.getCarSprite())) {
rManager.getInstance().carArray[r].setCarSpeed(0f);
}
else if (rManager.getInstance().iceBergArray[4]
.getIceBergSprite().collidesWith(
rManager.getInstance().carArray[r]
.getCarSprite())) {
rManager.getInstance().carArray[r].setCarSpeed(0f);
}
else if (rManager.getInstance().iceBergArray[5]
.getIceBergSprite().collidesWith(
rManager.getInstance().carArray[r]
.getCarSprite())) {
rManager.getInstance().carArray[r].setCarSpeed(0f);
}
我發現有很多教程,但似乎沒有一個參考對象的數組,而這正是我需要的。如果有人可以幫助我或提供某種快速教程,那麼將不勝感激。謝謝!!