그래서이 메서드를 사용하면 화면을 터치하면 스프라이트가 점프됩니다. 이제 문제는 스프라이트가 계속해서 반복적으로 튀어 나오는 화면을 계속 터치 할 때입니다. 내가 원하는 것은 점프하면 내 스프라이트가 땅에 떨어지지 않는 한 점프 메서드를 호출 할 수 없다는 것입니다.AndEngine 점프 메서드가 호출되면 점프하지 않는 스프라이트 만들기 방법
다음은 코드입니다. beginContact 및 endContact이 초기화 해되지 않는 이유
public class PhyiscsActivity extends BaseGameActivity implements IAccelerometerListener, IOnSceneTouchListener{
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
private Camera mCamera;
private BitmapTextureAtlas mBitmapTextureAtlas;
private TiledTextureRegion mTextureRegion;
private Scene mScene;
private FixtureDef mFixtureDef = PhysicsFactory.createFixtureDef(1,-10f, 0.5f);
private PhysicsWorld mPhysicsWorld;
private Body body;
private AnimatedSprite facebox;
private FixtureDef wallfixture = PhysicsFactory.createFixtureDef(-1,0.5f, 0.5f);
@Override
public Engine onLoadEngine() {
// TODO Auto-generated method stub
this.mCamera = new Camera(0,0,CAMERA_WIDTH, CAMERA_HEIGHT);
final EngineOptions mEngineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT),this.mCamera);
mEngineOptions.getTouchOptions().setRunOnUpdateThread(true);
return new Engine(mEngineOptions);
}
@Override
public void onLoadResources() {
// TODO Auto-generated method stub
this.mBitmapTextureAtlas = new BitmapTextureAtlas(128,128, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mBitmapTextureAtlas, this, "gfx/face_box_tiled.png", 0, 0, 2, 1);
this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
}
@Override
public Scene onLoadScene() {
// TODO Auto-generated method stub
this.mEngine.registerUpdateHandler(new FPSLogger());
this.mScene = new Scene();
this.mScene.setBackground(new ColorBackground(1,1,1));
this.mPhysicsWorld = new PhysicsWorld(new Vector2(0,SensorManager.GRAVITY_EARTH),false);
// This is the walls
final Shape roof = new Rectangle(0, 0, CAMERA_WIDTH, 2);
final Shape ground = new Rectangle(0,CAMERA_HEIGHT - 2,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, wallfixture);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallfixture);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallfixture);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallfixture);
// This is the Sprite
facebox = new AnimatedSprite(30,(CAMERA_HEIGHT - 2) - this.mTextureRegion.getHeight() ,this.mTextureRegion);
body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, facebox, BodyType.DynamicBody, mFixtureDef);
this.mScene.attachChild(facebox);
this.mScene.registerUpdateHandler(this.mPhysicsWorld);
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(facebox,body,true,true));
this.mScene.setOnSceneTouchListener(this);
return this.mScene;
}
@Override
public void onLoadComplete() {
// TODO Auto-generated method stub
}
//Accelerometer
@Override
public void onAccelerometerChanged(AccelerometerData pAccelerometerData) {
// TODO Auto-generated method stub
final Vector2 gravity = Vector2Pool.obtain(pAccelerometerData.getX()* 3, 10);
this.mPhysicsWorld.setGravity(gravity);
Vector2Pool.recycle(gravity);
}
@Override
protected void onResume() {
// TODO Auto-generated method stub
super.onResume();
this.enableAccelerometerSensor(this);
}
@Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
this.disableAccelerometerSensor();
}
//This is where i make the sprite jump
@Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
pSceneTouchEvent.isActionDown();{
this.jump(facebox);
}
return false;
}
public void jump(AnimatedSprite sprite){
boolean jumping = false;
if(!jumping){
body.setLinearVelocity(new Vector2(body.getLinearVelocity().x,-8f));
}
}
public void jump(AnimatedSprite sprite){
if(!jumping){
body.setLinearVelocity(new Vector2(body.getLinearVelocity().x,-10));
jumping = true;
}
}
@Override
public void beginContact(Contact contact) {
// TODO Auto-generated method stub
jumping = true;
}
@Override
public void endContact(Contact contact) {
// TODO Auto-generated method stub
jumping = false;
}
모르겠어요. 내가 이것을 초기화하기 위해해야 할 일이 있습니까? 핸들러 업데이트와 같은 예가 무엇입니까? contactlistener?
어떻게 할 수 있습니까? 내 플레이어가 벽에 닿았는지 알 수있는 사람. –
벽이 메모리에 어떻게 저장되어 있는지 말해야합니다. – jDourlens
나는 모든 코드를 올릴 것입니다. –