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。