2

我对电晕中的自定义形状有些麻烦。

这是我的代码,它的作用是我将一些球体添加到场景中,以便它们落入篮子内,这个篮子是我在 newBasket() 函数中定义的自定义形状对象,问题是篮子确实与地面物体碰撞,但它不与球体碰撞,我不知道为什么,请有人在这里帮助我,我在其他地方找不到解决方案,在此先感谢。

_W = display.contentWidth
_H = display.contentHeight

--Physics
local physics = require("physics")
physics.start()
physics.setDrawMode("debug")

-- iOS
display.setStatusBar(display.HiddenStatusBar)

-- screen boundaries
local ground = display.newRect(0, _H, _W, 5)
local leftWall = display.newRect(0,0,1,_H)
local rightWall = display.newRect(_W,0,1,_H)
physics.addBody(ground, "static", {friction = .2, bounce = .1})
physics.addBody(leftWall, "static", {friction = .2, bounce = .1})
physics.addBody(rightWall, "static", {friction = .2, bounce = .1})

local function newBasket()
    local body = display.newImage("assets/basket.png")
    body.x = 0 body.y = 0

    local physics_body = {}
    physics_body["basket"] = {
        {
            --LeftArm
            density = 10, friction = 10, bounce = 0.15, 
            shape = {-126, 40, -110, 40, -140, -64, -156, -64}

        },

        {
            --Bottom
            density = 10, friction = 1, bounce = 0, 
            shape = {-121, 60, 125, 60, 128, 40, -126, 40}

        },
        {
            --RightArm
            density = 10, friction = 10, bounce = 0.15, 
            shape = {113, 40, 129, 40, 158, -64, 143, -64}

        }

    }
    physics.addBody(body, unpack(physics_body["basket"]) )

    return body
end

local basket = newBasket()
basket.x = _W * .5 basket.y = _H - 100

local function newPlanet()

    local planets = {
        {img = "bigBall.png", radius = 45},
        {img = "mediumBall.png", radius = 30}, 
        {img = "smallBall.png", radius = 20}
    }

    local n = math.random(1,3)

    local img = "assets/" .. planets[n].img
    local ball = display.newImage(img)
    ball.x = math.random((_W * 0.5) -100, (_W * 0.5) + 100) ball.y = 0

    physics.addBody(ball, {bounce = 0.3, radius = planets[n].radius})
end

local function spawnPlanets(number)

    local function spawn(e)
        newPlanet()

        if(e.count == number) then
            timer.cancel(tmr)
            tmr = nil
        end
    end

    tmr = timer.performWithDelay(500, spawn, number)
end

spawnPlanets(20)
4

1 回答 1

3

根据手册

如果指定了形状,则主体边界将遵循该形状提供的多边形。请注意,每个形状的最大边数为八,并且所有角度都必须是凸的。[...] 形状坐标必须按顺时针顺序定义,并且生成的形状必须是仅凸的。

所以你有两个问题对你不利。首先,必须按顺时针顺序定义形状,就像我在下面的示例中所做的那样。其次,所有的形状都必须是凸的(即使是复杂的身体形状),所以你不能做任何像新月或篮子一样自转的东西。

不幸的是,这意味着你必须将你的篮子做成 3 个不同的形状。此外,由于它们现在是独立的形状,因此它们在掉落时不会粘在一起(除非您使用关节)。我刚刚制作了篮子 3 个静态物体,并将其放在正确的位置开始:

local function newBasket()
    local physics_body = {}
    physics_body["basket"] = {
        {
            --LeftArm
            density = 10, friction = 10, bounce = 0.15,
            shape = {-126, 40, -156, -64, -140, -64, -110, 40 }

        },

        {
            --Bottom
            density = 10, friction = 1, bounce = 0,
            shape = {-121, 60,-126, 40, 128, 40, 125, 60 }

        },
        {
            --RightArm
            density = 10, friction = 10, bounce = 0.15,
            shape = {113, 40, 143, -64, 158, -64, 129, 40 }

        }

    }
    for k,shape in pairs(physics_body["basket"]) do
        local body = display.newRect(0, 0, 200, 100)
        body.x = display.contentCenterX
        body.y = display.contentHeight - 60

        physics.addBody(body, 'static', shape )
    end
end

newBasket()
于 2012-04-16T16:55:20.840 回答