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我正在创建一个类似于 Glider PRO 的游戏。在游戏中,您控制一架纸飞机,并使用通风口防止您跌倒在地板上。当飞机与通风口碰撞时,(使用 collidesWith 方法)它会将飞机向上推。现在问题来了,当我在场景中附加 2 个通风口时,只有第一个附加的通风口有效。第二个似乎没有与飞机相撞。我在每个通风口中使用 onManagedUpdate 方法来检查碰撞。这是我第一次使用 AndEngine 进行编码,因此将不胜感激任何帮助。

这是 AirVent 代码:

public class AirVent extends Rectangle
{
private Sprite sprite;
private Glider glider;

public AirVent(float pX, float pY, float pWidth, float pHeight,
        VertexBufferObjectManager pVertexBufferObjectManager,
        ITextureRegion pITextureRegion)
{
    super(pX, pY, pWidth, pHeight, pVertexBufferObjectManager);
    sprite = new Sprite(0, 0, pITextureRegion, pVertexBufferObjectManager);
    sprite.setSize(pWidth, pWidth / 2);
    sprite.setPosition((pWidth / 2) - (sprite.getWidth() / 2), pHeight
            - sprite.getHeight());
    this.attachChild(sprite);
    this.setAlpha(0);
}

public Sprite getSprite()
{
    return sprite;
}

public void checkCollision()
{
    if (glider.collidesWith(this))
    {
        glider.setGravity(glider.getConstantGravity() * -1f);
    }
    else
    {
        glider.setGravity(glider.getConstantGravity());
    }

}

public void applyGliderInteraction(Glider glider)
{
    this.glider = glider;
}

@Override
public void onManagedUpdate(float secondsElapsed)
{
    this.checkCollision();
    super.onManagedUpdate(secondsElapsed);
}
}

和 MainActivity 代码部分:

@Override
protected Scene onCreateScene()
{
    // TODO Auto-generated method stub
    // 1 - Create new scene
    final Scene scene = new Scene();
    Sprite backgroundSprite = new Sprite(0, 0, this.mBackground, getVertexBufferObjectManager());
    scene.attachChild(backgroundSprite);
    roomChanger = new RoomChanger(0, 0, screenWidth, screenHeight, getVertexBufferObjectManager(), scene);
    // 2 - Create the player
    player1 = new Glider(339, 174, this.mPlayerGlider1, getVertexBufferObjectManager())
    {
        @Override
        public void onManagedUpdate(float secondsElapsed)
        {
            if (player1.getLife() == 0)
            {
                // Execute your actions.
                finish();   
            }
            super.onManagedUpdate(secondsElapsed);
        }
    };
    scene.attachChild(player1);
    airVent = new AirVent(200, 100, 100, 400, getVertexBufferObjectManager(), this.mAirVent);
    airVent.applyGliderInteraction(player1);
    airVent2 = new AirVent(500, 100, 100, 400, getVertexBufferObjectManager(), this.mAirVent);
    airVent2.applyGliderInteraction(player1);
    scene.attachChild(airVent);
    scene.attachChild(airVent2);
    createControllers();
    return scene;
}
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1 回答 1

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我发现了问题。checkCollison() 方法有效,但是当我添加第二个 AirVent 时,if/else 语句会互相争斗。从 checkCollision() 方法中删除 else 语句解决了这个问题,但现在,这不是我希望我的游戏表现的方式。

于 2013-08-19T17:36:14.847 回答