所以,即时尝试实现触发主角在游戏中移动的按键。 这里是我的代码:玩家运动(跳转问题)
public class Play implements Screen{
变量:
World world;
Box2DDebugRenderer b2Dr;
OrthographicCamera camera;
OrthographicCamera hudCamera;
private SpriteBatch batch;
private Body toniBody;
private RHContactListener rhcl;
渲染的东西(注意,我有一个名为InputController为setInputProcessor一个Java类,它扩展InputAdapter和它全球有机纺织品标准的设定一定的键向下和向上的状态):
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.input.setInputProcessor(new InputController());
RHInput.update();
camera.update();
handleInput();
world.step(delta, 6, 2);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.end();
b2Dr.render(world, camera.combined);
}
这里就是相机被设置为特定的缩放
@Override
public void resize(int width, int height) {
camera.viewportWidth = width/24;
camera.viewportHeight = height/24;
camera.update();
}
的东西在屏幕上:
@Override
public void show() {
world = new World(new Vector2(0, -9.81f),true);
rhcl = new RHContactListener();
world.setContactListener(rhcl);
b2Dr = new Box2DDebugRenderer();
batch = new SpriteBatch();
camera= new OrthographicCamera();
这里是我定义我的场景的对象,地面和球员:
////Box2D////
//CREATE GROUND
//body definition
BodyDef bDef = new BodyDef();
bDef.position.set(0,-14);//meters
bDef.type = BodyDef.BodyType.StaticBody;
Body body = world.createBody(bDef);
//shape definition
PolygonShape ground = new PolygonShape();
ground.setAsBox(25, 1);//meters
//fixture definition
FixtureDef fDef = new FixtureDef();
fDef.friction= .5f;
fDef.shape = ground;
fDef.filter.categoryBits = B2DVariables.BIT_ground;//colision type
fDef.filter.maskBits = B2DVariables.BIT_can;//matching collision type
body.createFixture(fDef).setUserData("ground");
//CREATE TONI
//body definition
bDef.position.set(-10,-10);//meters
bDef.type = BodyDef.BodyType.DynamicBody;
toniBody = world.createBody(bDef);
//shape definition
PolygonShape tBox = new PolygonShape();
tBox.setAsBox(0.5f,2);//meters
//fixture definition
fDef.shape = tBox;
fDef.filter.categoryBits = B2DVariables.BIT_can;//colision type can step on ground
fDef.filter.maskBits = B2DVariables.BIT_ground;
toniBody.createFixture(fDef).setUserData("toni");
//Toni's foot the Ground Sensor
tBox.setAsBox(.2f , 0.2f, new Vector2(0, -2),0);
fDef.shape = tBox;
fDef.filter.categoryBits = B2DVariables.BIT_can;
fDef.filter.maskBits = B2DVariables.BIT_ground;
fDef.isSensor = true;
toniBody.createFixture(fDef).setUserData("toniFoot");
ground.dispose();
tBox.dispose();
}
这里是部分地方一某些关键触发动作
public void handleInput(){
//press W key aka Up key or BTNup
if (RHInput.isDown(RHInput.BTNup)){
if(rhcl.isPlayerOnGround()) {
toniBody.setLinearVelocity(0,100);
System.out.println("Toni jumps");
}
}
if (RHInput.isDown(RHInput.BTNright)){
rhcl.isPlayerOnGround();
toniBody.setLinearVelocity(5,0);
System.out.println("Toni walks right");
}else {
toniBody.setLinearVelocity(0,0);
}
if (RHInput.isDown(RHInput.BTNleft)){
if(rhcl.isPlayerOnGround()) {
toniBody.setLinearVelocity(-5,0);
System.out.println("Toni walks left");
}
else {
toniBody.setLinearVelocity(0,0);
}
}
if (RHInput.isPressed(RHInput.BTNdown)){
System.out.println("pressed s");
}
if (RHInput.isDown(RHInput.BTNdown)){
System.out.println("holding s");
}
}
其他libGDX东西
@Override
public void hide() {
dispose();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
world.dispose();
b2Dr.dispose();
}
}
的代码工作。角色以线性速度左右移动。但它不会跳得很高,当它下降时,它会非常缓慢地下降。如何解决这个问题?
谢谢!
让事情变得更快的简单方法是增加重力。让玩家跳得更高的简单方法是增加你让他跳跃的冲动/速度。 – iforce2d 2014-09-24 00:45:07