我想限制该区域以仅在该区域上移动精灵对象(例如,区域尺寸为 200x200)。
我会创建一个 box2D 200x200,其中精灵只能在这个区域上移动
请问你是怎么做的?
@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegionLetterOne
.getWidth()) / 2;
final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegionLetterOne
.getHeight()) / 2;
final Sprite letterOne = new Sprite(centerX - centerX / 2, centerY
- centerY / 2, this.mFaceTextureRegionLetterOne,
this.getVertexBufferObjectManager()) {
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2,
pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
final Sprite letterTwo = new Sprite(centerX - centerX / 2, centerY,
this.mFaceTextureRegionLetterTwo,
this.getVertexBufferObjectManager()) {
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2,
pSceneTouchEvent.getY() - this.getHeight() / 2);
//int count = scene.getChildCount();
//for(int i = 0; i < count; i++) {
IEntity entity = scene.getChildByIndex(1);
if (entity instanceof Sprite) {
if (entity.getUserData().equals("sprite"))
if (((Sprite) entity).collidesWith(letterOne))
Log.v("colission", "face_box is collised on google plus -> letterTwo on letterOne");
}
//}
return true;
}
};
letterTwo.setUserData("sprite");
final Sprite boxArea = new Sprite(centerX, centerY,
this.mFaceTextureRegionBox, this.getVertexBufferObjectManager());
letterOne.setScale(2);
scene.attachChild(letterOne);
scene.registerTouchArea(letterOne);
letterTwo.setScale(2);
scene.attachChild(letterTwo);
scene.registerTouchArea(letterTwo);
boxArea.setScale(2);
scene.attachChild(boxArea);
scene.setTouchAreaBindingOnActionDownEnabled(true);
return scene;
}
谢谢你。