나는 스테이지를 클릭 할 때 b2Body가 커서쪽으로 가하는이 코드를 가지고 있습니다.키보드로 b2body 이동하기
private function update(e:Event):void {
world.Step (1/30, 10, 10);
if (key[Keyboard.RIGHT]) {
impulse_x = 3;
mainChar.ApplyImpulse(impulse, mainChar.GetPosition());
}
}
private function onKeyUp(e:KeyboardEvent):void
{
key[e.keyCode] = false;
}
private function onKeyDown(e:KeyboardEvent):void
{
key[e.keyCode] = true;
}
그러나 b2body 간다가 왼쪽 가기 :
private function clicked(e:MouseEvent):void
{
var impulse_x:Number = (mouseX/world_scale - mainChar.GetPosition().x);
var impulse_y:Number = (mouseY/world_scale - mainChar.GetPosition().y);
var impulse:b2Vec2 = new b2Vec2(impulse_x, impulse_y);
mainChar.ApplyImpulse(impulse, mainChar.GetPosition());
}
내가 바로 운동 화살표 키를 그래서 업데이트 기능에 내가 키가 [Keyboard.RIGHT] 경우 추가 키보드를 사용하려고했다 화면이 움직이지 않고 움직이지 않습니다. 몸에 적용되는 벡터로 들어가는 임펄스 값을 변경하려고합니다.
아무런 오류가 없지만.
편집 : 전체 코드!
package
{
import Box2D.Collision.Shapes.b2PolygonShape;
import Box2D.Common.Math.b2Vec2;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2FixtureDef;
import Box2D.Dynamics.b2World;
import Box2D.Dynamics.Contacts.b2ContactEdge;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.ui.Keyboard;
public class Main extends Sprite
{
public var world:b2World = new b2World(new b2Vec2(0, 0), true);
public var world_scale:Number = 30;
public var mainChar:b2Body;
private var ground:b2Body;
public var keys:Array = [];
public var beingPressed:Boolean;
public var impulse_x:Number;
public var impulse_y:Number;
public var impulse:b2Vec2 = new b2Vec2(impulse_x, impulse_y);
public function Main():void
{
createMainCharacter(stage.stageWidth/2, stage.stageHeight/2, 50, 100);
var th:uint = 10;
addEventListener(Event.ENTER_FRAME, update);
//stage.addEventListener(MouseEvent.CLICK, clicked);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
}
/**private function clicked(e:MouseEvent):void
{
var impulse_x:Number = (mouseX/world_scale - mainChar.GetPosition().x);
var impulse_y:Number = (mouseY/world_scale - mainChar.GetPosition().y);
var impulse:b2Vec2 = new b2Vec2(impulse_x, impulse_y);
mainChar.ApplyImpulse(impulse, mainChar.GetPosition());
}**/
private function update(e:Event):void
{
world.Step (1/30, 10, 10);
var temp:Sprite;
for (var body:b2Body = world.GetBodyList(); body != null; body = body.GetNext())
{
if (body.GetUserData())
{
temp = body.GetUserData() as Sprite;
temp.x = body.GetPosition().x * world_scale;
temp.y = body.GetPosition().y * world_scale;
temp.rotation = body.GetAngle() * (180/Math.PI); // radians to degrees
}
}
if (keys[Keyboard.RIGHT])
{
impulse_x = 3;
impulse_y = 0;
mainChar.ApplyImpulse(impulse, mainChar.GetPosition());
} else {
impulse_x = 0;
impulse_y = 0;
}
}
private function createMainCharacter(x:Number, y:Number, width:Number, height:Number):void
{
var mainCharSprite:Sprite = new Sprite();
mainCharSprite.graphics.beginFill(0x000000);
mainCharSprite.graphics.drawRect(-width/2, -height/2 , width, height);
mainCharSprite.graphics.endFill;
mainCharSprite.x = x;
mainCharSprite.y = y;
addChild(mainCharSprite);
var mainCharDef:b2BodyDef = new b2BodyDef();
mainCharDef.userData = mainCharSprite;
mainCharDef.type = b2Body.b2_dynamicBody;
mainCharDef.position.Set (x/world_scale, y/world_scale);
mainChar = world.CreateBody(mainCharDef);
var shape:b2PolygonShape = new b2PolygonShape();
shape.SetAsBox((width/2)/world_scale, (height/2)/world_scale);
var fixtureDef:b2FixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
fixtureDef.restitution = 0.1;
fixtureDef.friction = 0.1;
fixtureDef.density = 0.5;
mainChar.CreateFixture(fixtureDef);
}
private function onKeyUp(e:KeyboardEvent):void
{
keys[e.keyCode] = false;
}
private function onKeyDown(e:KeyboardEvent):void
{
keys[e.keyCode] = true;
}
}
}
임펄스의 x 부분 만 설정하는 것처럼 보입니다. y 부분을 0으로 설정하면 안됩니까? – iforce2d
작동하지 않음 D : 읽기 편집 – RAO