• AndEngine学习 : BasePhysicsJoint(简单地和物理模型的联系)


      和以前一样,代码一目了然,我把该写的东西都写到注释里边了,和大家分享!

      所需图片:

    face_box_tiled.png

    face_circle_tiled.png

    public class BasePhysicsJoint extends BaseGameActivity implements
    IAccelerometerListener, IOnSceneTouchListener
    {
    // ===========================================================
    // Constants
    // ===========================================================

    protected static final int CAMERA_WIDTH = 720;
    protected static final int CAMERA_HEIGHT = 480;

    // ===========================================================
    // Fields
    // ===========================================================

    private BitmapTextureAtlas mBitmapTextureAtlas;

    private Scene mScene;

    protected TiledTextureRegion mBoxFaceTextureRegion;
    protected TiledTextureRegion mCircleFaceTextureRegion;

    // mPhysicsWorld: 我们所有的有关Sprite的物理操作都需要通过该对象
    protected PhysicsWorld mPhysicsWorld;

    private int mFaceCount = 0;

    public Engine onLoadEngine()
    {
    Toast.makeText(this, "Touch the screen to add objects", Toast.LENGTH_SHORT).show();

    final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
    final EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
    engineOptions.getTouchOptions().setRunOnUpdateThread(true);
    return new Engine(engineOptions);
    }

    public void onLoadResources()
    {
    this.mBitmapTextureAtlas = new BitmapTextureAtlas(64, 64, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
    BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
    this.mBoxFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_box_tiled.png", 0, 0, 2, 1); // 64x32
    this.mCircleFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_circle_tiled.png", 0, 32, 2, 1); // 64x32
    this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
    }

    public Scene onLoadScene()
    {
    this.mScene = new Scene();
    this.mScene.setBackground(new ColorBackground(0, 0, 0));
    this.mScene.setOnSceneTouchListener(this);

    // 创建物理世界
    this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, 0), false);

    final Shape ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2);
    final Shape roof = new Rectangle(0, 0, CAMERA_WIDTH, 2);
    final Shape left = new Rectangle(0, 0, 2, CAMERA_HEIGHT);
    final Shape right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT);

    final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 1f, 1f);

    // 创建刚体矩形,用来定义物理世界的边界
    PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef);
    PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef);
    PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef);
    PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef);

    this.mScene.attachChild(ground);
    this.mScene.attachChild(roof);
    this.mScene.attachChild(left);
    this.mScene.attachChild(right);

    this.mScene.registerUpdateHandler(this.mPhysicsWorld);

    return mScene;
    }

    public void onLoadComplete()
    {

    }

    public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent)
    {
    if(mPhysicsWorld != null)
    {
    if(pSceneTouchEvent.isActionDown())
    {
    this.addFace(pSceneTouchEvent.getX(), pSceneTouchEvent.getY());
    return true;
    }
    }
    return false;
    }

    public void onAccelerometerChanged(AccelerometerData pAccelerometerData)
    {
    // 根据重力感应计算重力加速度
    final Vector2 gravity = Vector2Pool.obtain(pAccelerometerData.getX(), pAccelerometerData.getY());
    this.mPhysicsWorld.setGravity(gravity);
    Vector2Pool.recycle(gravity);
    }

    @Override
    public void onResumeGame()
    {
    super.onResumeGame();
    this.enableAccelerometerSensor(this);
    }

    // ===========================================================
    // Methods
    // ===========================================================

    private void addFace(final float pX, final float pY)
    {
    this.mFaceCount++;

    final AnimatedSprite face;
    final Body body;

    final FixtureDef objectFixtureDef = PhysicsFactory.createFixtureDef(1,
    0.5f, 0.5f);

    if (this.mFaceCount % 2 == 0) {
    face = new AnimatedSprite(pX, pY, this.mCircleFaceTextureRegion);
    face.setScale(MathUtils.random(0.5f, 1.25f));
    body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face,
    BodyType.DynamicBody, objectFixtureDef);
    } else {
    face = new AnimatedSprite(pX, pY, this.mBoxFaceTextureRegion);
    face.setScale(MathUtils.random(0.5f, 1.25f));
    body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, face,
    BodyType.DynamicBody, objectFixtureDef);
    }

    face.animate(200);

    this.mScene.attachChild(face);
    this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face,
    body, true, true));
    }
    }



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  • 原文地址:https://www.cnblogs.com/xiaobo68688/p/2230270.html
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