Javascript 在BeginContact事件上设置新的身体位置
我想在BeginContact事件中设置一个新的身体位置,但它仍然不起作用。它是用JavaSript编写的,带有从绘图到画布的功能,但对于Box2d来说并不重要。在HTML文件中,主体只是空画布,没有其他内容。这是我的密码: 在JS文件的开头只声明了一些变量Javascript 在BeginContact事件上设置新的身体位置,javascript,box2d,Javascript,Box2d,我想在BeginContact事件中设置一个新的身体位置,但它仍然不起作用。它是用JavaSript编写的,带有从绘图到画布的功能,但对于Box2d来说并不重要。在HTML文件中,主体只是空画布,没有其他内容。这是我的密码: 在JS文件的开头只声明了一些变量 Vec2 = Box2D.Common.Math.b2Vec2; BodyDef = Box2D.Dynamics.b2BodyDef; Body = Box2D.Dynamics.b2Body; FixtureDef = Box2D.Dy
Vec2 = Box2D.Common.Math.b2Vec2;
BodyDef = Box2D.Dynamics.b2BodyDef;
Body = Box2D.Dynamics.b2Body;
FixtureDef = Box2D.Dynamics.b2FixtureDef;
Fixture = Box2D.Dynamics.b2Fixture;
World = Box2D.Dynamics.b2World;
PolygonShape = Box2D.Collision.Shapes.b2PolygonShape;
DebugDraw = Box2D.Dynamics.b2DebugDraw;
var player;
它后面是一个设置函数,该函数在开始时被调用
function setup()
{
canvas = document.getElementById("collisionCanvas");
context = canvas.getContext('2d');
document.getElementsByTagName('body')[0].style.backgroundColor = "black";
canvas.style.backgroundColor = "white";
canvas.width = 320;
canvas.height = 320;
world = new World(new Vec2(0, 10), false);
//Point of the problem!!!
//setting contact listener
var listener = new Box2D.Dynamics.b2ContactListener;
listener.BeginContact = function(contact)
{
var body1 = contact.GetFixtureA().GetBody();
var body2 = contact.GetFixtureB().GetBody();
if(body1.GetUserData().type == "player")
{
body1.SetPosition({x:5, y:5});
}
else
{
body2.SetPosition({x:5, y:5});
}
}
world.SetContactListener(listener);
var fixDef = new FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.5;
fixDef.restitution = 0.2;
var bodyDef = new BodyDef;
//creating ground
bodyDef.type = Body.b2_staticBody;
bodyDef.position.x = convertPixelsToMeters(160);
bodyDef.position.y = convertPixelsToMeters(320-32/2);
bodyDef.userData = {type: "static"};
fixDef.shape = new PolygonShape;
fixDef.shape.SetAsBox(convertPixelsToMeters(canvas.width/2), convertPixelsToMeters(32/2));
world.CreateBody(bodyDef).CreateFixture(fixDef);
//creating player
bodyDef.type = Body.b2_dynamicBody;
bodyDef.fixedRotation = true;
bodyDef.position.x = convertPixelsToMeters(160);
bodyDef.position.y = convertPixelsToMeters(160);
bodyDef.userData = {type: "player"};
fixDef.shape = new PolygonShape;
fixDef.shape.SetAsBox(convertPixelsToMeters(16), convertPixelsToMeters(16));
player = world.CreateBody(bodyDef);
player.CreateFixture(fixDef);
//setup debug draw
var debugDraw = new DebugDraw();
debugDraw.SetSprite(document.getElementById("collisionCanvas").getContext("2d"));
debugDraw.SetDrawScale(32.0);
debugDraw.SetFillAlpha(0.3);
debugDraw.SetLineThickness(1.0);
debugDraw.SetFlags(DebugDraw.e_shapeBit | DebugDraw.e_jointBit);
world.SetDebugDraw(debugDraw);
window.setInterval(update, 1000 / 60);
}
最后只有更新功能,一个帮助功能,就是它
function update()
{
world.Step(
1 / 60 //frame-rate
, 10 //velocity iterations
, 10 //position iterations
);
world.DrawDebugData();
world.ClearForces();
}
function convertPixelsToMeters(x)
{
return x*0.03125;
}
$(function(){
setup();
})
重要的是,只有中间代码是BeginContact event,其中调用的SetPosition函数不起作用
我尝试在其他地方更改位置,例如在按键事件中,它是正确的,因此我可以理解为什么它不起作用。在b2Contactlistner方法中,我们不能更改任何属性或位置 您可以使用任何布尔变量,并在处于beign contact时使其为真,如果根据布尔变量更改实体的位置,则可以使其为真 就像你的代码一样。。。。。。。 var bodyyy
var boolennn
listener.BeginContact = function(contact)
{
var body1 = contact.GetFixtureA().GetBody();
var body2 = contact.GetFixtureB().GetBody();
if(body1.GetUserData().type == "player")
{
//body1.SetPosition({x:5, y:5});
bodyyy = body1;
booleannn = true;
}
else
{
// body2.SetPosition({x:5, y:5});
bodyyy = body2;
boolennn = true;
}
}
现在在更新方法中
if(booleann)
{
bodyyy.SetPosition({x:5, y:5})
}
对不起,我不知道java脚本的语法,伙计,你说得对!我不知道我不能在那里改变任何事情。非常感谢!我希望您理解我想在代码中说的内容,我认为这将解决您的问题