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如果調用跳轉方法,AndEngine如何使精靈不跳轉

[英]AndEngine how to make a sprite not jump if jump method is called

所以我有這種方法,當我觸摸屏幕時,我的精靈會跳躍。 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。 我想要做的是如果它跳躍,除非我的精靈撞到地面,否則無法調用跳躍方法。

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; }

我不知道為什么 beginContact 和 endContact 沒有初始化。 我應該做些什么來初始化它? 例如更新處理程序? 聯系聽眾?

你需要有一個方法來告訴你你的玩家是否在跳躍。

public void jump(AnimatedSprite sprite){

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

在這種方法中,您應該計算玩家是否在跳躍。 就像他正在接觸牆壁一樣(如果玩家的身體 (x,y) 在牆壁中(矩形))

好的,您正在使用 box2d 制作物理 =)

你必須創建一個 ContactListener,你必須實現這個 class 和你想要添加的 function。 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);

聯系人 object 將計算您正在接觸的對象(夾具)。 您只需要檢查並在身體接觸時將 jumping 設置為 false ,當您調用 jump 並且可以跳躍時設置為 true ,將 jumping 設置為 true ;

好?

@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;
}

這是錯誤的..我只會這樣想:

@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
}

和一種跳轉方法(不是兩種):

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

你看?;

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