Box2d 碰撞不会 运行 碰撞
Box2d collision wont run on collision
Contact Collision box2D 不会 运行 发生碰撞我希望子弹能够 运行 WorldContactListener beginContact 开始接触和结束接触时 运行ningendContact
我看了很多地方,我无法得到系统打印
这是我的联系人监听器class:
package com.mygdx.game;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Manifold;
public class WorldContactListener implements ContactListener {
@Override
public void beginContact(Contact contact) {
//called when 2 fixtures collide
System.out.println("Begin Contact");
}
@Override
public void endContact(Contact contact) {
//called when the 2 fixtures connected gets split apart
System.out.println("end Contact");
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
//gives power to change the characteristics of fixture
collision
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
//gives results of what happened because of collision like
angles ext
}
}
播放画面class:
package com.mygdx.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.badlogic.gdx.utils.viewport.StretchViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.mygdx.game.Sprites.Bullet;
import com.mygdx.game.Sprites.InversePlayer;
import com.mygdx.game.Sprites.Player;
@SuppressWarnings("unused")
public class PlayScreen implements Screen {
private main game;
private TextureAtlas atlas;
private OrthographicCamera gamecam;
private Viewport gamePort;
private Hud hud;
private TmxMapLoader maploader;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private World world;
private Box2DDebugRenderer b2dr;
private Player player;
private InversePlayer inversePlayer;
private Bullet bullet;
public PlayScreen(main game) {
atlas = new TextureAtlas("BurningShooterPlayer.pack");
this.game = game;
gamecam = new OrthographicCamera();
gamePort = new FitViewport(main.V_WIDTH / main.PPM, main.V_HEIGHT / main.PPM, gamecam);
hud = new Hud(game.batch);
maploader = new TmxMapLoader();
map = maploader.load("map1.tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1 / main.PPM);
gamecam.position.set(gamePort.getWorldWidth()/2, gamePort.getWorldHeight()/2, 0);
world = new World(new Vector2(0,-10), true);
b2dr = new Box2DDebugRenderer();
new B2WorldCreator(this);
player = new Player(this);
inversePlayer = new InversePlayer(this, .32f, .32f);
bullet = new Bullet(this, .64f, .64f);
}
public TextureAtlas getAtlas() {
return atlas;
}
@Override
public void show() {
//world.setContactListener(ContactListener listener) .
}
public void handleInput(float dt) {
if(Gdx.input.isKeyJustPressed(Input.Keys.W))
player.b2body.applyLinearImpulse(new Vector2(0, 4f), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyPressed(Input.Keys.D) && player.b2body.getLinearVelocity().x <= 2)
player.b2body.applyLinearImpulse(new Vector2(0.1f , 0), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyPressed(Input.Keys.A) && player.b2body.getLinearVelocity().x >= -2)
player.b2body.applyLinearImpulse(new Vector2(-0.1f , 0), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyJustPressed(Input.Keys.RIGHT)) {
bullet.b2body.setLinearVelocity(0, 0);
bullet.b2body.setTransform(new Vector2((float)(player.b2body.getPosition().x+player.getWidth()-(3/main.PPM)), (float)(player.b2body.getPosition().y)), 0);
bullet.b2body.applyLinearImpulse(new Vector2(Bullet.BULLET_SPEED, 0), bullet.b2body.getWorldCenter(), true);
Bullet.Right = true;
}
if(Gdx.input.isKeyJustPressed(Input.Keys.LEFT)) {
bullet.b2body.setLinearVelocity(0, 0);
bullet.b2body.setTransform(new Vector2((float)(player.b2body.getPosition().x-player.getWidth()+(3/main.PPM)), (float)(player.b2body.getPosition().y)), 0);
bullet.b2body.applyLinearImpulse(new Vector2(-Bullet.BULLET_SPEED, 0), bullet.b2body.getWorldCenter(), true);
Bullet.Right = false;
}
//if(Gdx.input.isKeyJustPressed(Input.Keys.SPACE)) {
//bullet.b2body.setBullet(true);
//world.destroyBody(bullet.b2body);
//}
}
public void update(float dt) {
handleInput(dt);
world.step(1/60f, 6, 2);
player.update(dt);
inversePlayer.update(dt);
bullet.update(dt);
gamecam.position.x = player.b2body.getPosition().x;
gamecam.update();
renderer.setView(gamecam);
}
@Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderer.render();
b2dr.render(world, gamecam.combined);
game.batch.setProjectionMatrix(gamecam.combined);
game.batch.begin();
player.draw(game.batch);
inversePlayer.draw(game.batch);
bullet.draw(game.batch);
game.batch.end();
game.batch.setProjectionMatrix(hud.stage.getCamera().combined);
hud.stage.draw();
}
@Override
public void resize(int width, int height) {
gamePort.update(width, width);
}
public TiledMap getMap() {
return map;
}
public World getWorld() {
return world;
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
map.dispose();
renderer.dispose();
world.dispose();
b2dr.dispose();
hud.dispose();
}
}
子弹代码(我想检测它是否与另一个物体碰撞):
package com.mygdx.game.Sprites;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.utils.Array;
import com.mygdx.game.PlayScreen;
import com.mygdx.game.main;
public class Bullet extends projectile{
private float stateTime;
private Animation<TextureRegion> walkAnimation;
private Array<TextureRegion> frames;
public static float BULLET_SPEED = 1f;
public static boolean Right = true;
public Bullet(PlayScreen screen, float x, float y) {
super(screen, x, y);
frames = new Array<TextureRegion>();
frames.add(new TextureRegion(screen.getAtlas().findRegion("BurningShooterPlayer"),111, -1, 15, 8));
walkAnimation = new Animation<TextureRegion>(0.1f, frames);
stateTime = 0;
setBounds(getX(), getY(), (float) (7.5/ main.PPM), 4 / main.PPM);
}
public void update(float dt) {
stateTime += dt;
setPosition((b2body.getPosition().x - getWidth() / 2), b2body.getPosition().y - getHeight() / 2);
setRegion(walkAnimation.getKeyFrame(stateTime, true));
if((!Right) && !walkAnimation.getKeyFrame(dt).isFlipX()) {
walkAnimation.getKeyFrame(dt).flip(true, false);
}
else if((Right) && walkAnimation.getKeyFrame(dt).isFlipX()) {
walkAnimation.getKeyFrame(dt).flip(true, false);
}
}
@Override
protected void defineProjectile() {
BodyDef bdef = new BodyDef();
bdef.position.set(64 / main.PPM, 64 / main.PPM);
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox((float) (7.5 / 2 / main.PPM), 4 / 2 / main.PPM);
fdef.filter.categoryBits = main.ENEMY_BIT;
fdef.filter.maskBits = main.GROUND_BIT |
main.ENEMY_BIT |
main.OBJECT_BIT;
fdef.shape = shape;
fdef.density = 100;
b2body.setBullet(true);
b2body.createFixture(fdef);
b2body.setUserData(this);
}
}
您创建了 World
但您忘记将 ContactListener 设置为您的世界:
private World world;
private WorldContactListener worldContactListener;
public PlayScreen(main game) {
...
world = new World(new Vector2(0,-10), true);
worldContactListener = new WorldContactListener();
world.setContactListener(worldContactListener);
...
}
Contact Collision box2D 不会 运行 发生碰撞我希望子弹能够 运行 WorldContactListener beginContact 开始接触和结束接触时 运行ningendContact
我看了很多地方,我无法得到系统打印
这是我的联系人监听器class:
package com.mygdx.game;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Manifold;
public class WorldContactListener implements ContactListener {
@Override
public void beginContact(Contact contact) {
//called when 2 fixtures collide
System.out.println("Begin Contact");
}
@Override
public void endContact(Contact contact) {
//called when the 2 fixtures connected gets split apart
System.out.println("end Contact");
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
//gives power to change the characteristics of fixture
collision
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
//gives results of what happened because of collision like
angles ext
}
}
播放画面class:
package com.mygdx.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.badlogic.gdx.utils.viewport.StretchViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.mygdx.game.Sprites.Bullet;
import com.mygdx.game.Sprites.InversePlayer;
import com.mygdx.game.Sprites.Player;
@SuppressWarnings("unused")
public class PlayScreen implements Screen {
private main game;
private TextureAtlas atlas;
private OrthographicCamera gamecam;
private Viewport gamePort;
private Hud hud;
private TmxMapLoader maploader;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private World world;
private Box2DDebugRenderer b2dr;
private Player player;
private InversePlayer inversePlayer;
private Bullet bullet;
public PlayScreen(main game) {
atlas = new TextureAtlas("BurningShooterPlayer.pack");
this.game = game;
gamecam = new OrthographicCamera();
gamePort = new FitViewport(main.V_WIDTH / main.PPM, main.V_HEIGHT / main.PPM, gamecam);
hud = new Hud(game.batch);
maploader = new TmxMapLoader();
map = maploader.load("map1.tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1 / main.PPM);
gamecam.position.set(gamePort.getWorldWidth()/2, gamePort.getWorldHeight()/2, 0);
world = new World(new Vector2(0,-10), true);
b2dr = new Box2DDebugRenderer();
new B2WorldCreator(this);
player = new Player(this);
inversePlayer = new InversePlayer(this, .32f, .32f);
bullet = new Bullet(this, .64f, .64f);
}
public TextureAtlas getAtlas() {
return atlas;
}
@Override
public void show() {
//world.setContactListener(ContactListener listener) .
}
public void handleInput(float dt) {
if(Gdx.input.isKeyJustPressed(Input.Keys.W))
player.b2body.applyLinearImpulse(new Vector2(0, 4f), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyPressed(Input.Keys.D) && player.b2body.getLinearVelocity().x <= 2)
player.b2body.applyLinearImpulse(new Vector2(0.1f , 0), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyPressed(Input.Keys.A) && player.b2body.getLinearVelocity().x >= -2)
player.b2body.applyLinearImpulse(new Vector2(-0.1f , 0), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyJustPressed(Input.Keys.RIGHT)) {
bullet.b2body.setLinearVelocity(0, 0);
bullet.b2body.setTransform(new Vector2((float)(player.b2body.getPosition().x+player.getWidth()-(3/main.PPM)), (float)(player.b2body.getPosition().y)), 0);
bullet.b2body.applyLinearImpulse(new Vector2(Bullet.BULLET_SPEED, 0), bullet.b2body.getWorldCenter(), true);
Bullet.Right = true;
}
if(Gdx.input.isKeyJustPressed(Input.Keys.LEFT)) {
bullet.b2body.setLinearVelocity(0, 0);
bullet.b2body.setTransform(new Vector2((float)(player.b2body.getPosition().x-player.getWidth()+(3/main.PPM)), (float)(player.b2body.getPosition().y)), 0);
bullet.b2body.applyLinearImpulse(new Vector2(-Bullet.BULLET_SPEED, 0), bullet.b2body.getWorldCenter(), true);
Bullet.Right = false;
}
//if(Gdx.input.isKeyJustPressed(Input.Keys.SPACE)) {
//bullet.b2body.setBullet(true);
//world.destroyBody(bullet.b2body);
//}
}
public void update(float dt) {
handleInput(dt);
world.step(1/60f, 6, 2);
player.update(dt);
inversePlayer.update(dt);
bullet.update(dt);
gamecam.position.x = player.b2body.getPosition().x;
gamecam.update();
renderer.setView(gamecam);
}
@Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderer.render();
b2dr.render(world, gamecam.combined);
game.batch.setProjectionMatrix(gamecam.combined);
game.batch.begin();
player.draw(game.batch);
inversePlayer.draw(game.batch);
bullet.draw(game.batch);
game.batch.end();
game.batch.setProjectionMatrix(hud.stage.getCamera().combined);
hud.stage.draw();
}
@Override
public void resize(int width, int height) {
gamePort.update(width, width);
}
public TiledMap getMap() {
return map;
}
public World getWorld() {
return world;
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
map.dispose();
renderer.dispose();
world.dispose();
b2dr.dispose();
hud.dispose();
}
}
子弹代码(我想检测它是否与另一个物体碰撞):
package com.mygdx.game.Sprites;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.utils.Array;
import com.mygdx.game.PlayScreen;
import com.mygdx.game.main;
public class Bullet extends projectile{
private float stateTime;
private Animation<TextureRegion> walkAnimation;
private Array<TextureRegion> frames;
public static float BULLET_SPEED = 1f;
public static boolean Right = true;
public Bullet(PlayScreen screen, float x, float y) {
super(screen, x, y);
frames = new Array<TextureRegion>();
frames.add(new TextureRegion(screen.getAtlas().findRegion("BurningShooterPlayer"),111, -1, 15, 8));
walkAnimation = new Animation<TextureRegion>(0.1f, frames);
stateTime = 0;
setBounds(getX(), getY(), (float) (7.5/ main.PPM), 4 / main.PPM);
}
public void update(float dt) {
stateTime += dt;
setPosition((b2body.getPosition().x - getWidth() / 2), b2body.getPosition().y - getHeight() / 2);
setRegion(walkAnimation.getKeyFrame(stateTime, true));
if((!Right) && !walkAnimation.getKeyFrame(dt).isFlipX()) {
walkAnimation.getKeyFrame(dt).flip(true, false);
}
else if((Right) && walkAnimation.getKeyFrame(dt).isFlipX()) {
walkAnimation.getKeyFrame(dt).flip(true, false);
}
}
@Override
protected void defineProjectile() {
BodyDef bdef = new BodyDef();
bdef.position.set(64 / main.PPM, 64 / main.PPM);
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox((float) (7.5 / 2 / main.PPM), 4 / 2 / main.PPM);
fdef.filter.categoryBits = main.ENEMY_BIT;
fdef.filter.maskBits = main.GROUND_BIT |
main.ENEMY_BIT |
main.OBJECT_BIT;
fdef.shape = shape;
fdef.density = 100;
b2body.setBullet(true);
b2body.createFixture(fdef);
b2body.setUserData(this);
}
}
您创建了 World
但您忘记将 ContactListener 设置为您的世界:
private World world;
private WorldContactListener worldContactListener;
public PlayScreen(main game) {
...
world = new World(new Vector2(0,-10), true);
worldContactListener = new WorldContactListener();
world.setContactListener(worldContactListener);
...
}