0
我目前正在使用Farseer物理XNA的遊戲項目。現在我有兩個類擴展了Farseer自帶的Body類。下面是我的代碼,讓他們碰撞。兩個物體不會在Farseer物理碰撞3.3.2
下面的類應該有點不言自明。基本上,我希望玩家能夠與世界上所有的瓷磚碰撞。
public Player(World gameWorld, GameWindow Window, int playernum, Texture2D sprite) : base(gameWorld)
{
//place the player in the center of the screen - this whole method can be changed
Position = new Vector2(Window.ClientBounds.Width/2, Window.ClientBounds.Height/2);
playerSprite = sprite;
playerNum = (PlayerIndex)playernum;
//Fixture stuff
playerFixture = FixtureFactory.AttachRectangle(sprite.Width, sprite.Height, 1, new Vector2(), this);
playerFixture.CollisionCategories = Category.Cat2;
playerFixture.CollidesWith = Category.Cat1;
playerFixture.OnCollision += playerOnCollision;
//initialize the melee weapon
//initialize the ranged weapon
}
public Tile(World gameWorld, Vector2 location, Game1 game, Vector2 offset) : base(gameWorld)
{
//Loading content in the constructor for simplicity's sake because the content manager is initialized by the time the stage is created
health = 100;
prevhealth = health;
maxhealth = health;
this.game = game;
contentName = game.random.NextDouble() > 0.5 ? "Images/Tiles/MarbleTilesBreak" : "Images/Tiles/MarbleTiles1Break";
tileTex = game.Content.Load<Texture2D>(contentName + "0");
//breakSound = game.Content.Load<SoundEffect>("Tiles/FloorBreaking");
location.X *= tileTex.Width;
location.Y *= tileTex.Height;
location += offset;
Position = location;
tileFixture = FixtureFactory.AttachRectangle(tileTex.Width, tileTex.Height, 1, new Vector2(), this);
tileFixture.CollisionCategories = Category.Cat1;
tileFixture.CollidesWith = Category.Cat2;
tileFixture.OnCollision += _OnCollision;
}
我_OnCollision看起來是這樣的:
public bool _OnCollision(Fixture fix1, Fixture fix2, Contact con)
{
if (fix2.CollisionCategories == Category.Cat2)
{
health -= 10f;
}
return false;
}
然而,當我運行的代碼沒有碰撞的跡象。當瓦片處於0健康狀態時,應該刪除它,但不會刪除瓦片。
您是踩着世界級的世界嗎? – ClassicThunder 2012-02-27 17:45:11
使用world.Step(1)確實解決了碰撞問題。然而,現在,夾具並沒有移動。 – 2012-02-28 00:53:53
嘗試步驟((float)gameTime.ElapsedGameTime.TotalMilliseconds * 0.001f); – ClassicThunder 2012-02-28 01:14:04