Javascript Cocos2D JS花栗鼠PhysicsSprite移动动作在Android手机中不起作用

Javascript Cocos2D JS花栗鼠PhysicsSprite移动动作在Android手机中不起作用,javascript,android,chipmunk,cocos2d-js,Javascript,Android,Chipmunk,Cocos2d Js,我正在尝试开发一个简单的跨平台游戏,并尝试使用cocos2djs将一个有身体的PhysicsSprite移动到我触摸/点击的位置 以下是我的代码: var TAG_SPRITE = 1; var AnimationLayer = cc.Layer.extend({ space:null, ctor:function (space) { this._super(); this.space = space; this.init();

我正在尝试开发一个简单的跨平台游戏,并尝试使用cocos2djs将一个有身体的PhysicsSprite移动到我触摸/点击的位置

以下是我的代码:

var TAG_SPRITE = 1;

var AnimationLayer = cc.Layer.extend({
    space:null,

    ctor:function (space) {
        this._super();
        this.space = space;
        this.init();
    },
    init:function () {
        this._super();

        var winsize = cc.director.getWinSize();

        //init physics sprite
        var spriteHead = new cc.PhysicsSprite(res.Head_png);
        var headContentSize = spriteHead.getContentSize();

        //init body
        var headBody = new cp.Body(1, cp.momentForBox(1, headContentSize.width, headContentSize.height));
        headBody.p = cc.p(winsize.width / 2, winsize.height / 3);
        this.space.addBody(headBody);

        //init shape
        var headShape = new cp.CircleShape(headBody, headContentSize.width / 2, cp.v(0, 0));
        headShape.setFriction(0.3);
        headShape.setElasticity(0.8);
        this.space.addShape(headShape);

        spriteHead.setBody(headBody);

        this.addChild(spriteHead, 0, TAG_SPRITE);

        //for mobile
        if('touches' in cc.sys.capabilities ){
            cc.eventManager.addListener({
                event: cc.EventListener.TOUCH_ONE_BY_ONE,
                swallowTouches: true,
                onTouchBegan:function (touch, event) {
                    cc.log('touch began');
                    event.getCurrentTarget().moveSprite(touch.getLocation());
                    return true;
                },
                onTouchMoved: function (touch, event) {
                },
                onTouchEnded: function (touch, event) {
                },
                onTouchCancelled: function (touch, event) {
                }
            }, this);
        }
        //for desktop
        else if ('mouse' in cc.sys.capabilities ) {
            cc.eventManager.addListener({
                event: cc.EventListener.MOUSE,
                onMouseUp: function (event) {
                    event.getCurrentTarget().moveSprite(event.getLocation());
                }
            }, this);
        }
    },
    moveSprite:function(position) {
        cc.log('move to: ' + position.x + ',' + position.y);
        var sprite = this.getChildByTag(TAG_SPRITE);
        var moveAction = new cc.moveTo(1, position);
        sprite.runAction(moveAction);
    }
});
正如我从logcat中看到的日志,它可以处理触摸事件,但不能移动精灵。当我将PhysicsSprite转换为Sprite对象并删除所有其他身体和形状内容时,它可以移动到我触摸的位置。 问题是,我可以在浏览器中移动PhysicsSprite,而在Android手机中则无法移动


注意:我使用的是花栗鼠物理引擎,我不知道这是真正的解决方案,或者应该被视为一种变通方法,但下面的代码对web和Android都适用。但仍然不知道为什么问题中的代码在Android上不起作用,而在web上却起作用。(如果两者都不起作用,那就更有意义了……)

我试图移动精灵的身体而不是它自己。新的
moveSprite
方法如下:

moveSprite: function(sprite){
    cc.log('move to: ' + position.x + ',' + position.y);
    var sprite = this.getChildByTag(TAG_SPRITE);
    var body = sprite.getBody();
    var velocity = 300;
    this.moveWithVelocity(body, position, velocitiy);
}
moveWithVelocity
是我在同一层中创建的自定义函数,以特定速度将身体移动到目标点:

moveWithVelocity: function(body, destination, velocity){
    var deltaX = destination.x - body.p.x;
    var deltaY = destination.y - body.p.y;
    var distance = Math.sqrt(Math.pow(deltaX,2) + Math.pow(deltaY,2));
    var time = distance / velocity;
    var velocityX = deltaX / time;
    var velocityY = deltaY / time;

    //start the action with the calculated velocity in the calculated direction
    body.applyImpulse(cc.v(velocityX, velocityY), cc.v(0,0));

    //stop the sprite (or body here) when duration of movement is time out (or when the sprite/body arrives its destination)
    setTimeout(function(){
        body.setVel(cc.v(0,0));
    }, time*1000);

}
希望这能帮助遇到同样问题的人