本文介绍了如何使用andEngine移动精灵的身体吗?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我想移动精灵的身体随着线线的某一部分,只是我能只移动精灵,但身体不动。
公共场景onLoadScene(){
this.mEngine.registerUpdateHandler(新FPSLogger());
最后一幕一幕=新场景(2);
scene.setBackground(新ColorBackground(0.09804f,0.00274f,0.0784f));
这.enableAccelerometerSensor(本);
this.sPhysicsWorld =新PhysicsWorld(新Vector2(0,SensorManager.GRAVITY_EARTH),FALSE);
最终形状地面=新的Rectangle(0,CAMERA_HEIGHT - 2,CAMERA_WIDTH,2);
最终形状的屋顶=新的Rectangle(0,0,CAMERA_WIDTH,2);
最终形状左=新的Rectangle(0,0,2,CAMERA_HEIGHT);
最终形状右=新的Rectangle(CAMERA_WIDTH-2,0,2,CAMERA_HEIGHT);
PhysicsFactory.createBoxBody(this.sPhysicsWorld,地面,
BodyType.StaticBody,wallFixtureDef);
PhysicsFactory.createBoxBody(this.sPhysicsWorld,屋顶,
BodyType.StaticBody,wallFixtureDef);
PhysicsFactory.createBoxBody(this.sPhysicsWorld,左,
BodyType.StaticBody,wallFixtureDef);
PhysicsFactory.createBoxBody(this.sPhysicsWorld吧,
BodyType.StaticBody,wallFixtureDef);
scene.getFirstChild()attachChild(地)。
scene.getFirstChild()attachChild(屋顶)。
scene.getFirstChild()attachChild(左)。
scene.getFirstChild()attachChild(右)。
最终诠释的centerX =(CAMERA_WIDTH - this.mFaceTextureRegion.getWidth())/ 2;
最终诠释centerY =(CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight())/ 2;
最后AnimatedSprite面=新AnimatedSprite(的centerX - 100,centerY,this.mFaceTextureRegion);
最后身体bodyRedBall = PhysicsFactory.createCircleBody(this.sPhysicsWorld,脸,
BodyType.DynamicBody,wallFixtureDef);
this.sPhysicsWorld.registerPhysicsConnector(新PhysicsConnector(面部,bodyRedBall,真,真));
scene.attachChild(面);
最后AnimatedSprite face2 =新AnimatedSprite(100,100,this.mFaceTextureRegion);
最后身体bodyRedBall2 = PhysicsFactory.createCircleBody(this.sPhysicsWorld,face2,
BodyType.KinematicBody,wallFixtureDef);
最终路径path4 =新路径(3)。为(682,223)。为了(482,223)。为了(682,223);
face2.registerEntityModifier(新LoopEntityModifier(新PathModifier(30,path4,空,新IPathModifierListener(){
@覆盖
公共无效onWaypointPassed(最终PathModifier pPathModifier,最终IEntity pEntity,最终诠释pWaypointIndex){
}
})));
this.sPhysicsWorld.registerPhysicsConnector(新PhysicsConnector(face2,bodyRedBall2,真,真){
@覆盖
公共无效的OnUpdate(最终浮动pSecondsElapsed){
super.onUpdate(pSecondsElapsed);
face2.setPosition(face2.getX(),face2.getY());
}
});
scene.attachChild(face2);
scene.registerUpdateHandler(this.sPhysicsWorld);
返回现场;
}
@覆盖
公共无效的onLoadComplete(){
}
@覆盖
公共无效onAccelerometerChanged(AccelerometerData pAccelerometerData){
// TODO自动生成方法存根
最终Vector2比重= Vector2Pool.obtain(pAccelerometerData.getY(),pAccelerometerData.getX());
this.sPhysicsWorld.setGravity(重力);
Vector2Pool.recycle(重力);
}
解决方案
您可以使用 body.setLinearVelocity();
移动身体,精灵会自动跟随身体,因为你已经指定一个物理连接。
I want to move body of the sprite along with line in some portion of line, just i able to move sprite only but body is not moving.
public Scene onLoadScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene(2);
scene.setBackground(new ColorBackground(0.09804f, 0.00274f, 0.0784f));
this .enableAccelerometerSensor(this );
this.sPhysicsWorld = new PhysicsWorld(new Vector2(0, SensorManager.GRAVITY_EARTH), false);
final Shape ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH,2);
final Shape roof = new Rectangle(0, 0, 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.sPhysicsWorld, ground,
BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.sPhysicsWorld, roof,
BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.sPhysicsWorld, left,
BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.sPhysicsWorld, right,
BodyType.StaticBody, wallFixtureDef);
scene.getFirstChild().attachChild(ground);
scene.getFirstChild().attachChild(roof);
scene.getFirstChild().attachChild(left);
scene.getFirstChild().attachChild(right);
final int centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2;
final int centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2;
final AnimatedSprite face = new AnimatedSprite(centerX - 100, centerY, this.mFaceTextureRegion);
final Body bodyRedBall = PhysicsFactory.createCircleBody(this.sPhysicsWorld, face,
BodyType.DynamicBody, wallFixtureDef);
this.sPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, bodyRedBall, true, true));
scene.attachChild(face);
final AnimatedSprite face2 = new AnimatedSprite(100, 100, this.mFaceTextureRegion);
final Body bodyRedBall2 = PhysicsFactory.createCircleBody(this.sPhysicsWorld, face2,
BodyType.KinematicBody, wallFixtureDef);
final Path path4 = new Path(3).to(682, 223).to(482, 223).to(682, 223);
face2.registerEntityModifier(new LoopEntityModifier(new PathModifier(30, path4, null, new IPathModifierListener() {
@Override
public void onWaypointPassed(final PathModifier pPathModifier, final IEntity pEntity, final int pWaypointIndex) {
}
})));
this.sPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face2, bodyRedBall2, true, true){
@Override
public void onUpdate(final float pSecondsElapsed) {
super.onUpdate(pSecondsElapsed);
face2.setPosition(face2.getX(), face2.getY());
}
});
scene.attachChild(face2);
scene.registerUpdateHandler(this.sPhysicsWorld);
return scene;
}
@Override
public void onLoadComplete() {
}
@Override
public void onAccelerometerChanged(AccelerometerData pAccelerometerData) {
// TODO Auto-generated method stub
final Vector2 gravity = Vector2Pool.obtain(pAccelerometerData.getY(), pAccelerometerData.getX());
this.sPhysicsWorld.setGravity(gravity);
Vector2Pool.recycle(gravity);
}
解决方案
You can use body.setLinearVelocity();
to move the body, the sprite will automatically follow the body because you have specified a physics connector.
这篇关于如何使用andEngine移动精灵的身体吗?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!