我目前正在與box2d一起彈射遊戲,但我遇到了關於彈射器手臂旋轉的問題。彈射器臂旋轉 - libgdx和box2d
讓我解釋一下我的彈弓一點點:
我有2個對象。 *彈射臂 - 動態體 *彈射器基體 - 靜態體
我想讓彈射臂在一定範圍內來回旋轉。 這裏是我的彈射器的圖像: http://i.gyazo.com/7ce4dfa87b2083a0eb62df7c4acd3e47.png
現在,我想「鏈接將他們的」使用關節,但沒有奏效。最初,我想讓手臂向左彎曲一點點。 我有我自己的遊戲世界對象,其中包含Box2d世界對象和所有的遊戲對象。而且,我有一個叫做Game Renderer的對象,它負責照顧遊戲中的渲染。以下是我在遊戲世界中物體到目前爲止已經試過:
package com.david.gameworld;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef;
import com.david.objects.CatapultArm;
import com.david.objects.CatapultBase;
public class GameWorld{
private World b2dWorld;
private CatapultArm arm;
private CatapultBase base;
private RevoluteJointDef jointDef;
public GameWorld() {
// Initialize The Box2d World
b2dWorld = new World(new Vector2(0,0),true);
initializeObjects();
}
public CatapultArm getArm() {
return arm;
}
public CatapultBase getBase() {
return base;
}
public World getBox2DWorld() {
return b2dWorld;
}
public void updateWorld(float delta) {
b2dWorld.step(1/delta, 8, 5);
}
private void initializeObjects() {
// Initialize The Objects(Catapult, Base)
arm = new CatapultArm(b2dWorld);
base = new CatapultBase(b2dWorld);
jointDef = new RevoluteJointDef();
jointDef.initialize(arm.getBody(), base.getBody(), new Vector2(120,62));
jointDef.enableMotor = true;
jointDef.enableLimit = true;
jointDef.motorSpeed = -1260;
jointDef.lowerAngle = (float) Math.toRadians(90);
jointDef.upperAngle = (float) Math.toRadians(75);;
jointDef.maxMotorTorque = 4800;
b2dWorld.createJoint(jointDef);
}
}
CatapultArm和CatapultBase是在我的遊戲兩個對象包含機構(位置,類型等)的所有配置。
這裏是代碼:
CatapultBase.java
package com.david.objects;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
public class CatapultBase extends ObjectInWorld{
public CatapultBase(World world) {
super(world);
initiate();
}
@Override
protected void initiate() {
//The Body
bodyDef = new BodyDef();
bodyDef.type = BodyType.StaticBody;
bodyDef.position.set(140f, 62f);
body = world.createBody(bodyDef);
}
}
CatapultArm.java
package com.david.objects;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.World;
public class CatapultArm extends ObjectInWorld{
public CatapultArm(World world) {
super(world);
initiate();
}
@Override
protected void initiate() {
//The Body
bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(154f, 62f);
body = world.createBody(bodyDef);
}
}
ObjectInWorld.java
package com.david.objects;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.World;
public abstract class ObjectInWorld {
protected BodyDef bodyDef;
protected Body body;
protected World world;
protected ObjectInWorld(World world) {
this.world = world;
}
protected void initiate() {
}
public float getX() {
return body.getPosition().x;
}
public float getY() {
return body.getPosition().y;
}
public Body getBody() {
return body;
}
}
我如何 「針」 的彈射手臂基地,以便它會很好地旋轉?
請定義「沒有工作」。 – iforce2d 2014-09-26 12:44:03
由於我設置的限制(9度到75度),它假設稍微向左彎曲,但它沒有。我認爲我使用座標的方式有問題。 – 2014-09-26 14:22:22
有人嗎? ......... – 2014-09-27 06:01:09