这一篇很简单,应该先看完我写的另外一篇http://www.cnblogs.com/xiaobo68688/archive/2011/10/31/2230270.html后再读这一篇
// 声明:只是对AndEngine自带的例子做了修改和少许的改动,并不是完全原创,勿喷!
public class PhysicsCollisionFiltering extends BaseExample implements IAccelerometerListener, IOnSceneTouchListener
{
// ===========================================================
// Constants
// ===========================================================
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
// 种类常量
// 为了区分是否应该对碰撞作出反应
public static final short CATEGORYBIT_WALL = 1;
public static final short CATEGORYBIT_BOX = 2;
public static final short CATEGORYBIT_CIRCLE = 4;
// 这里记录了应该和什么碰撞
public static final short MASKBITS_WALL = CATEGORYBIT_WALL + CATEGORYBIT_BOX + CATEGORYBIT_CIRCLE;
public static final short MASKBITS_BOX = CATEGORYBIT_WALL + CATEGORYBIT_BOX; // Missing: CATEGORYBIT_CIRCLE
public static final short MASKBITS_CIRCLE = CATEGORYBIT_WALL + CATEGORYBIT_CIRCLE; // Missing: CATEGORYBIT_BOX
// 注册谁和谁应该碰撞的信息
public static final FixtureDef WALL_FIXTURE_DEF = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f, false, CATEGORYBIT_WALL, MASKBITS_WALL, (short)0);
public static final FixtureDef BOX_FIXTURE_DEF = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f, false, CATEGORYBIT_BOX, MASKBITS_BOX, (short)0);
public static final FixtureDef CIRCLE_FIXTURE_DEF = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f, false, CATEGORYBIT_CIRCLE, MASKBITS_CIRCLE, (short)0);
// ===========================================================
// Fields
// ===========================================================
private BitmapTextureAtlas mBitmapTextureAtlas;
private TiledTextureRegion mBoxFaceTextureRegion;
private TiledTextureRegion mCircleFaceTextureRegion;
private Scene mScene;
private PhysicsWorld mPhysicsWorld;
private int mFaceCount = 0;
// ===========================================================
// Constructors
// ===========================================================
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
public Engine onLoadEngine() {
Toast.makeText(this, "Touch the screen to add objects.", Toast.LENGTH_LONG).show();
Toast.makeText(this, "Boxes will only collide with boxes.\nCircles will only collide with circles.", Toast.LENGTH_LONG).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() {
/* Textures. */
this.mBitmapTextureAtlas = new BitmapTextureAtlas(64, 64, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
/* TextureRegions. */
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.mEngine.registerUpdateHandler(new FPSLogger());
this.mScene = new Scene();
this.mScene.setBackground(new ColorBackground(0, 0, 0));
this.mScene.setOnSceneTouchListener(this);
this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, SensorManager.GRAVITY_EARTH), 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);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, WALL_FIXTURE_DEF);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, WALL_FIXTURE_DEF);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, WALL_FIXTURE_DEF);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, WALL_FIXTURE_DEF);
this.mScene.attachChild(ground);
this.mScene.attachChild(roof);
this.mScene.attachChild(left);
this.mScene.attachChild(right);
this.mScene.registerUpdateHandler(this.mPhysicsWorld);
return this.mScene;
}
public void onLoadComplete() {
}
public boolean onSceneTouchEvent(final Scene pScene, final TouchEvent pSceneTouchEvent) {
if(this.mPhysicsWorld != null) {
if(pSceneTouchEvent.isActionDown()) {
this.addFace(pSceneTouchEvent.getX(), pSceneTouchEvent.getY());
return true;
}
}
return false;
}
public void onAccelerometerChanged(final AccelerometerData pAccelerometerData) {
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);
}
@Override
public void onPauseGame() {
super.onPauseGame();
this.disableAccelerometerSensor();
}
// ===========================================================
// Methods
// ===========================================================
private void addFace(final float pX, final float pY) {
this.mFaceCount++;
Debug.d("Faces: " + this.mFaceCount);
final AnimatedSprite face;
final Body body;
if(this.mFaceCount % 2 == 0) {
face = new AnimatedSprite(pX, pY, this.mBoxFaceTextureRegion);
body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, face, BodyType.DynamicBody, BOX_FIXTURE_DEF);
} else {
face = new AnimatedSprite(pX, pY, this.mCircleFaceTextureRegion);
body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face, BodyType.DynamicBody, CIRCLE_FIXTURE_DEF);
}
face.animate(200);
this.mScene.attachChild(face);
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, body, true, true));
}
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}