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libGDX Box2D:碰撞后如何破壞身體?

[英]libGDX Box2D: How to destroy body after collision?

謝謝你的時間。

我正在通過 libGDX 使用 Box2D 創建 Pong 克隆。 當由於球體與兩個目標傳感器體之一接觸而嘗試刪除球體時(下圖),我遇到了一個導致 Null 指針異常的粘滯點。

我想將接觸球體添加到列表中,以便以后可以遍歷列表以刪除球體(以及將來的多個球體)。

在此處輸入圖像描述

堆棧跟蹤:

Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.badlogic.gdx.physics.box2d.World.destroyBody(World.java:311)
at com.ckq3r.Ponger.screens.GameScreen.update(GameScreen.java:484)
at com.ckq3r.Ponger.screens.GameScreen.render(GameScreen.java:114)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.ckq3r.Ponger.PongerGame.render(PongerGame.java:236)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:204)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:112)

我的 GameScreen class 中的第 484 行是world.destroyBody(circleBody); 它位於public void render(float delta){stuff}方法的if(scoredGoal1 == true){stuff}條件語句中,如下所示。

public class GameScreen implements Screen, InputProcessor{

/*----methods and variables omitted for readability------*/

private boolean scoredGoal1 = false, scoredGoal2 = false;
ArrayList<Body> ballDeletionList = new ArrayList<Body>();

/*==============Screen implementation methods============*/
    @Override
    public void show(){
        /*ball*/
        BodyDef circleDef = new BodyDef();      
        Body circleBody = world.createBody(circleDef);
        circleBody.setUserData(1);              
        CircleShape circleShape = new CircleShape();                
        FixtureDef circleFixture = new FixtureDef();
        circleFixture.shape = circleShape;              
        circleBody.createFixture(circleFixture);        
        circleShape.dispose();
    }

    @Override
    public void render(float delta) {           
        world.step(Gdx.app.getGraphics().getDeltaTime(), 8, 3);
        Gdx.gl.glClearColor(0, 0, 0, 1); 
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
        camera.update();
        debugRenderer.render(world, camera.combined);

        /*-------ball deletion experiment-------*/          
        if(scoredGoal1 == true){

            //iterate through ballDeletionList somehow?

            world.destroyBody(circleBody);                            
            circleBody.setUserData(null);
            circleBody = null;                              
            scoredGoal1 = false;
            //clear ballDeletionList

        }else if(scoredGoal2 == true){

            //iterate through ballDeletionList somehow?

            world.destroyBody(circleBody);
            circleBody.setUserData(null);
            circleBody = null;              
            scoredGoal2 = false;
            //clear ballDeletionList
        }
        /*-----end ball deletion experiment------*/
}   

/*===========Box2D contact listener=============*/
    private void createContactListener() {
        world.setContactListener(new ContactListener() {

        @Override
        public void beginContact(Contact contact) {
            Fixture fixtureA = contact.getFixtureA();
            Fixture fixtureB = contact.getFixtureB();
            Gdx.app.log("beginContact", "between " + fixtureA.toString() + " and " + fixtureB.toString());

            if(fixtureA.getBody().getUserData().equals(1) && fixtureB.getBody().getUserData().equals(2) || fixtureA.getBody().getUserData().equals(2) && fixtureB.getBody().getUserData().equals(1)){
                Gdx.app.log("HIT", "goal1 contact");

                /*ball deletion experiment*/
                ballDeletionList.add(circleBody);
                Gdx.app.log("Ball", "circleBody added to deletion list");
                scoredGoal1 = true;
                /*ball deletion experiment*/
            }         

            if(fixtureA.getBody().getUserData().equals(1) && fixtureB.getBody().getUserData().equals(3) || fixtureA.getBody().getUserData().equals(3) && fixtureB.getBody().getUserData().equals(1)){
                Gdx.app.log("HIT", "goal2 contact");

                /*ball deletion experiment*/
                ballDeletionList.add(circleBody);
                Gdx.app.log("Ball", "circleBody added to deletion list");
                scoredGoal2 = true;
                /*ball deletion experiment*/
            }
        }                

        });

關於球體和目標傳感器體之間的接觸,我的邏輯如下:

  1. 在 ContactListener 的 beginContact() 方法中,與 EdgeShape 傳感器主體接觸的球體將被添加到ArrayList<Body> ballDeletionList = new ArrayList<Body>(); 並且scoredGoal1 = true; boolean 標志將設置為真。
  2. render(); 檢查scoredGoal1 = truescoredGoal2 = true然后在world.step()方法之后刪除適用的 Body/Body。

我在整個 web 中搜索了其他代碼示例和教程,只是為了找到模棱兩可的答案,因為代碼是特殊的,或者我目前只了解 Java。

如果可以發布 Java/libGDX 代碼示例解決方案,那就太好了。

您無法刪除聯系人偵聽器中的實體,因為它位於世界步驟中,並且世界已鎖定。 在您的render方法中,我所做的與您嘗試做的完全相同:

if(ballDeletionList.size>0) ballDeletionList.clear();

另外,使用libgdx時,建議使用Array http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Array.html而不是ArrayList,這樣可以減少垃圾並進行更多優化。

請問,你有任何關於如何摧毀屍體的簡單例子嗎?

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