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我正在开发一款让玩家围绕行星运行的游戏。我正在使用 PrismaticJoint 让玩家离地球越来越近,并且我通过旋转玩家 (bodyB) 所连接的中心点 body(关节的 bodyA) 来环绕玩家。我通过启用电机并禁用限制来在棱柱轴上移动玩家。但是,一旦我更新并重新启用 PrismaticJoint 的限制,主体就会跳回其原始位置,并且 PrismaticJoint 限制会返回到其原始限制。

我已经尝试过以一百万种不同的方式对其进行调整,并且无论我在重新启用限制后立即做什么(并且无论新限制应该是什么),它总是会捕捉到原始限制和位置。我使用 SpriteBody,它是一个扩展 Sprite 并具有主体的类。除了正在应用的新限制之外的所有内容都按预期执行。这是创建 Prismatic Joint 所调用的方法——(请注意 currentThrustJoint 是一个公共字段并且总是可以访问的,就像它是 FixtureDef 一样)

// sprite is the SpriteBody that the Player orbits
private void setOrbit(PlanetaryCenter sprite){
    // Get Player (which is a SpriteBody)
    Player player = (Player) resources.get("player");
    // Updated Sprite Body Physics / Rotation
    thrustJointDef = new PrismaticJointDef();

    // Set up the thrustJointDef Correctly

    thrustJointDef.collideConnected = false;
    thrustJointDef.enableMotor = false;
    thrustJointDef.maxMotorForce = 20f;

    thrustJointDef.lowerTranslation = sprite.getBody().getWorldCenter().dst(player.getBody().getWorldCenter());
    thrustJointDef.upperTranslation = sprite.getBody().getWorldCenter().dst(player.getBody().getWorldCenter());
    thrustJointDef.motorSpeed = 5;
    thrustJointDef.initialize(sprite.getBody(), player.getBody(), 
            sprite.getBody().getWorldCenter(), new Vector2(0, 1f));


    // Update focus to the new orbit point
    sprite.isFocus = true;

    // Change currentOrbit to the new orbit point's user data
    currentOrbit = (String) sprite.getUserData();

    currentThrustJoint = (PrismaticJoint) this.mPhysicsWorld.createJoint(thrustJointDef);
    currentThrustJoint.enableLimit(true);
 }

下面是我如何创建 Player,然后是 OrbitPoint。两者都在调用 setOrbit 之前完成。

// Create Player Body/Physics
Player player = new Player(400-25, 400 + 400, player_default, getVertexBufferObjectManager());
player.setRotationCenter(player.getWidth()/2, player.getHeight()/2);
player.setBody(PhysicsFactory.createBoxBody(mPhysicsWorld, player, BodyType.DynamicBody, playerFixtureDef));
    mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(player, player.getBody(), true, true));
resources.put("player", player);

....
    // create the orbitpoint for the center
    PlanetaryCenter orbitCenter = new PlanetaryCenter(center_x_old, center_y_old, planet_center, getVertexBufferObjectManager());
    orbitCenter.setRotationCenter(50, 50);
    orbitCenter.setBody(PhysicsFactory.createBoxBody(mPhysicsWorld, orbitCenter, BodyType.KinematicBody, wallFixtureDef));
    mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(orbitCenter, orbitCenter.getBody(), false, true));
    orbitCenter.getBody().setUserData("orbit" + z);

    mScene.registerTouchArea(orbitCenter);
    // store in hashMap
    resources.put(("orbit" + z), orbitCenter);

    // attach the initial center point in the construct to the scene
    mScene.attachChild(orbitCenter);

最后,最重要的位——我在哪里关闭限制,然后在哪里重新打开它:

private void setThrust(){ // called when the user taps a thrust key
    Player thisPlayer = (Player) resources.get("player");
    PlanetaryCenter thisOrbit = (PlanetaryCenter) resources.get(currentOrbit);
    thisPlayer.throttling = true;

    currentThrustJoint.enableLimit(false);

    if(ascButton.clicked) currentThrustJoint.setMotorSpeed(5f);
    else currentThrustJoint.setMotorSpeed(-5f);

    currentThrustJoint.enableMotor(true);

}
.... called in TouchListener on Scene...
Player thisPlayer = (Player) resources.get("player");
PlanetaryCenter thisOrbit = (PlanetaryCenter) resources.get(currentOrbit);

thisPlayer.throttling = false;
currentThrustJoint.setMotorSpeed(0);
currentThrustJoint.enableMotor(false);
float newLimit = currentThrustJoint.getJointTranslation(); // intended amt, but it doesn't matter what number it is- never changes
currentThrustJoint.setLimits(newLimit, newLimit);
currentThrustJoint.enableLimit(true);
currentThrustJoint.enableMotor(false);

我知道这很多,但我真的很感激第二次关注这个问题,我花了四天时间试图弄清楚我忽略了什么。非常感谢。

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1 回答 1

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我在 AndEngine 论坛上问过这个问题,有人说每次你想改变限制时都要尝试破坏和重新创建关节。保存最初创建关节时使用的 JointDef,销毁关节,再次初始化,然后重新创建关节。奇迹般有效!由于我不经常重置限制,因此它的性能似乎不会太高,但是如果您希望创建一个 PrismaticJoint 可以通过更改限制来快速滑动身体,您可能必须尝试另一个关节。(我会说一个 DistanceJoint 或其他东西,但我还没有测试过)

仍然没有关于为什么会发生这种情况的线索,但我想说 PhysicsEngine 在其计算中不承认一些更新的 PrismaticJoint 值。认为这是一个错误。

于 2013-01-13T18:48:48.197 回答