Libgdx box2d主体移动缓慢
这是一个使用box2d的非常简单的场景。我尝试了不同的视口和不同的屏幕尺寸。我不明白为什么尸体下落得很慢。实际上,我不太确定它是否慢,原因可能是视口设置等。 这是主要课程:Libgdx box2d主体移动缓慢,libgdx,box2d,Libgdx,Box2d,这是一个使用box2d的非常简单的场景。我尝试了不同的视口和不同的屏幕尺寸。我不明白为什么尸体下落得很慢。实际上,我不太确定它是否慢,原因可能是视口设置等。 这是主要课程: public class Main extends Game { LevelScreen levelScreen; @Override public void create () { levelScreen = new LevelScreen(); setScreen(levelScreen); } @
public class Main extends Game {
LevelScreen levelScreen;
@Override
public void create () {
levelScreen = new LevelScreen();
setScreen(levelScreen);
}
@Override
public void render () {
super.render();
}
}
和水平屏幕:
public class LevelScreen extends Stage implements Screen {
private Batch batch;
private Camera camera;
private Texture ballTexture;
private Sprite ball;
private Viewport viewport;
//com
private Vector3 point = new Vector3();
private World world;
private Box2DDebugRenderer box2DDebugRenderer;
private CircleShape circleShape;
private FixtureDef fixtureDef;
private BodyDef bodyDef;
private Body circleBody;
private static final float SCENE_WIDTH = 1080;
private static final float SCENE_HEIGHT = 1920f;
public LevelScreen() {
super(new FitViewport(SCENE_WIDTH, SCENE_HEIGHT, new OrthographicCamera(SCENE_WIDTH, SCENE_HEIGHT)));
batch = getBatch();
camera = getCamera();
viewport = getViewport();
world = new World(new Vector2(0,-9.8f), true);
box2DDebugRenderer = new Box2DDebugRenderer();
bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
bodyDef.position.set(600, 1000);
ballTexture = new Texture("ball.png");
ball = new Sprite(ballTexture);
ball.setPosition(0,0);
circleShape = new CircleShape();
circleShape.setRadius(25f);
fixtureDef = new FixtureDef();
fixtureDef.shape = circleShape;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.4f;
fixtureDef.restitution = 0.6f;
circleBody = world.createBody(bodyDef);
circleBody.createFixture(fixtureDef);
box2DDebugRenderer = new Box2DDebugRenderer(
true, /* draw bodies */
false, /* don't draw joints */
true, /* draw aabbs */
true, /* draw inactive bodies */
false, /* don't draw velocities */
true /* draw contacts */);
Gdx.input.setInputProcessor(this);
}
@Override
public void show() {
System.out.println("show");
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
ball.draw(batch);
batch.end();
world.step(1 / 60f, 6, 2);
ball.setPosition(circleBody.getPosition().x - 25f, circleBody.getPosition().y - 25f);
box2DDebugRenderer.render(world, viewport.getCamera().combined);
}
@Override
public void resize(int width, int height) {
viewport.update(width, height);
System.out.println("resize");
}
@Override
public void pause() {
System.out.println("pause");
}
@Override
public void resume() {
System.out.println("resume");
}
@Override
public void hide() {
System.out.println("hide");
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
viewport.getCamera().unproject(point.set(screenX, screenY, 0));
return false;
}
}
您应该为box2d使用小型摄像头,因为box2d在0-10值时工作得更好。 这是你的水平屏幕课程。试试看
public class LevelScreen extends Stage implements Screen {
private Batch batch;
private Camera camera;
private Texture ballTexture;
private Sprite ball;
private Viewport viewport;
private Vector3 point = new Vector3();
private World world;
private Box2DDebugRenderer box2DDebugRenderer;
private CircleShape circleShape;
private FixtureDef fixtureDef;
private BodyDef bodyDef;
private Body circleBody;
private static final float SCENE_WIDTH = 28;
private static final float SCENE_HEIGHT = 48f;
public LevelScreen() {
super(new FitViewport(SCENE_WIDTH, SCENE_HEIGHT, new OrthographicCamera(SCENE_WIDTH, SCENE_HEIGHT)));
batch = getBatch();
camera = getCamera();
viewport = getViewport();
world = new World(new Vector2(0,-9.8f), true);
box2DDebugRenderer = new Box2DDebugRenderer();
bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
bodyDef.position.set(10, 28);
ballTexture = new Texture("ball.png");
ball = new Sprite(ballTexture);
ball.setPosition(0,0);
circleShape = new CircleShape();
circleShape.setRadius(1f);
fixtureDef = new FixtureDef();
fixtureDef.shape = circleShape;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.4f;
fixtureDef.restitution = 0.6f;
circleBody = world.createBody(bodyDef);
circleBody.createFixture(fixtureDef);
box2DDebugRenderer = new Box2DDebugRenderer(
true, /* draw bodies */
false, /* don't draw joints */
true, /* draw aabbs */
true, /* draw inactive bodies */
false, /* don't draw velocities */
true /* draw contacts */);
Gdx.input.setInputProcessor(this);
}
@Override
public void show() {
System.out.println("show");
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
ball.draw(batch);
batch.end();
world.step(1 / 60f, 6, 2);
ball.setPosition(circleBody.getPosition().x - 25f, circleBody.getPosition().y - 25f);
box2DDebugRenderer.render(world, viewport.getCamera().combined);
}
@Override
public void resize(int width, int height) {
viewport.update(width, height);
System.out.println("resize");
}
@Override
public void pause() {
System.out.println("pause");
}
@Override
public void resume() {
System.out.println("resume");
}
@Override
public void hide() {
System.out.println("hide");
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
viewport.getCamera().unproject(point.set(screenX, screenY, 0));
return false;
}
}
好吧,我似乎不能通过简单的评论让你理解。让我们按代码进行尝试: 屏风
公共类TestScreen实现屏幕{
喷雾批;
正交摄影机;
世界;
box2ddr;
球;
公共测试屏幕(){
批次=新的SpriteBatch();
摄像机=新的正交摄像机(1.6f,1f);//你说的“0-10值”是什么意思?28和48不在0-10范围内。我将很快尝试代码。Thx28和48是相机尺寸,因此我们不需要将像素转换为米。0-10表示物体的密度、恢复、速度e.t.c。我尝试了代码。Box2D看起来不错,但是纹理是缩放的。球现在完成了屏幕。它是一个50x50px的png文件。如何修复此问题我相信Box2D中的s?Thanks 1单位代表一米。因此,如果你给一个直径为50米的足球,它看起来会慢慢下落。这就像你看到地球围绕太阳旋转365天,但速度为108.000公里/小时。你会放大地球吗?如果你缩小,它会在纳秒内消失你甚至看不到它移动。试试circleShape.setRadius(.11f)
放大。或者增加重力,但这可能会在以后引起问题。纹理呢?如果我放大,它们会很大。你的红色背景会很大。是的,但是球的纹理会适当缩放,因为你把它做得很小。所以你需要把所有东西都缩小。大小在游戏开发中是相对的。你能举个例子吗pmle代码?我的球纹理是50x50px。我应该如何绘制它以使其不太大。我应该做一些类似于sprite.scale(1/100)的事情吗?你不明白。停止思考像素和大小,一切都是相对的。你的球在屏幕上应该保持相同的大小。首先你缩小它,然后把相机关上。再次阅读我的第一条评论。如果我把一枚硬币扔到我的脸前,它会在几毫秒内通过我的视线。现在站在高楼,这样你可以在一个单一的视图中看到顶部阳台和地面。在这里,你让一个朋友放下另一个物体。现在这个物体在你体内移动的时间更长,因为你被缩小了。解释得很好!
public class TestScreen implements Screen {
SpriteBatch batch;
OrthographicCamera camera;
World world;
Box2DDebugRenderer dr;
Ball ball;
public TestScreen() {
batch = new SpriteBatch();
camera = new OrthographicCamera(1.6f, 1f); // <---- Very small camera so it passes by fast since less surface is being shown
world = new World(new Vector2(0, -9.8f), true);
ball = new Ball(.11f, world); // <---- Create ball and pass in the diameter
//Try playing with the value of camera let's say we have a ball the size of planet earth:
//ball = new Ball(6371, world);
//Now zoom out the screen so we can see our planet sized ball
//camera = new OrthographicCamera(16000, 10000);
//Believe me, our planet ball falls as fast as the little soccer ball. //But since you zoomed out each pixel represents so much more distance.
dr = new Box2DDebugRenderer(true, false, false, false, false, false);
}
@Override
public void show() {
}
@Override
public void render (float delta) {
Gdx.gl.glClearColor(.1f, .1f, .14f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
world.step(Gdx.graphics.getDeltaTime(), 6, 2);
batch.begin();
ball.draw(batch);
batch.end();
dr.render(world, camera.combined);
}
//... Other mandatory screen methods
}
public class Ball {
private float radius;
private CircleShape shape;
private FixtureDef fixtureDef;
private BodyDef bodyDef;
private Body circleBody;
private Texture ballTexture;
public Ball(float radius, World world) {
this.radius = radius;
ballTexture = new Texture("sprites/soccerball.png");
bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
bodyDef.position.set(0, 0);
shape = new CircleShape();
shape.setRadius(radius);
fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.4f;
fixtureDef.restitution = 0.6f;
circleBody = world.createBody(bodyDef);
circleBody.createFixture(fixtureDef);
}
public void draw(SpriteBatch batch)
{
batch.draw(ballTexture, circleBody.getPosition().x - radius, circleBody.getPosition().y - radius,
radius * 2, radius * 2); // <---- draw the size you give it in the physics engine
}
}