瓷砖引擎与汽车的碰撞检测Box 2D
此问题的后续操作,情节提要瓷砖引擎和碰撞检测技术仍然是一个谜.这是代码:
Follow up of this question, Storyboard with Ceramic Tile Engine, and with Collision Detection is still a mystery. Here is the code:
-- hide status bar
display.setStatusBar(display.HiddenStatusBar)
local storyboard = require("storyboard")
--Set up the physics world
local physics = require("physics")
physics.start()
physics.setGravity(0, 0)
physics.setDrawMode('hybrid')
local scene = storyboard.newScene()
local widget = require("widget")
-- Add Hero to Physics
local hero = display.newImage("images/man.png")
hero.x = 40
hero.y = 80
local heroCollisionFilter = { categoryBits = 4, maskBits = 2 }
local heroBody = { filter=heroCollisionFilter, isSensor=true }
physics.addBody(hero, "dynamic", heroBody)
function scene:createScene( event )
local group = self.view
local ceramic = require("Ceramic")
ceramic.showPrints = false
local map = ceramic.buildMap("maps/map.lua")
-- collisionLayer = map.layer['Collision']
-- collisionLayer.ccName = "map"
-- physics.addBody(collisionLayer, "static", { friction=0.5, bounce=0.3 } )
map.y = 0
map.setCameraDamping(10)
map.layer['World']:insert(hero)
end
function onGlobalCollision(event)
if(event.phase == "began") then
print( "Global report: " .. event.object1.ccName .. " & " .. event.object2.ccName .. " collision began" )
elseif(event.phase == "ended") then
print( "Global report: " .. event.object1.ccName .. " & " .. event.object2.ccName .. " collision ended" )
end
print( "**** " .. event.element1 .. " -- " .. event.element2 )
end
Runtime:addEventListener("collision", onGlobalCollision)
scene:addEventListener( "createScene", scene )
return scene
屏幕截图如下:
但是,冲突不会触发,因为print
消息根本不会出现在终端中.
However, collision never triggers, as the print
message does not appear in Terminal at all.
我正在使用:
- Corona SDK
- 陶瓷砖引擎
- Corona模块:情节提要,物理学
如何启用碰撞检测?参数正确吗?
How can I enable Collision Detection ? Are the parameters correct ?
编辑2013/10/27
平铺地图设置如下:
在Mac OS X中运行时,不会发生冲突(只有混合图层会更改颜色).
When running in Mac OS X, the collision does not happen ( only the hybrid layer changes color ).
在Windows 7中运行时,代码在以下行崩溃:
When running in Windows 7, the code crashes on this line:
ceramic.buildMap("maps/map.lua")
有错误:
尝试在Ceramic.lua中调用全局"reversePolygon"(nil值): 617
attempt to call global 'reversePolygon' (a nil value) in Ceramic.lua: 617
我注释掉以下几行后,错误消失了:
After I comment out the following lines, the error is gone:
collisionLayer = map.layer['Collision']
collisionLayer.ccName = "map"
physics.addBody(collisionLayer, "static", { friction=0.5, bounce=0.3 } )
但是没有调用碰撞函数.
but the collision function does not get called.
针对那些在使用平铺和瓷砖引擎的Corona SDK中陷入冲突检测的未来人们
在进一步的测试中,我发现碰撞事件未触发的问题是我使用了错误的碰撞事件集.正在发生的碰撞事件是:
In further testing, I found out that the issue of collision event not firing is I used a wrong set of collision events. The working collision events are :
local function onLocalCollision(self, event)
print("collision")
if event.phase == "began" then
print("Collision began")
elseif event.phase == "ended" then
print("Collision ended")
end
end
function onGlobalCollision(event)
if(event.phase == "began") then
print( "Global report: " .. event.object1.ccName .. " & " .. event.object2.ccName .. " collision began" )
elseif(event.phase == "ended") then
print( "Global report: " .. event.object1.ccName .. " & " .. event.object2.ccName .. " collision ended" )
end
print( "**** " .. event.element1 .. " -- " .. event.element2 )
end
function onPostCollision(event)
print("postCollision")
end
-- Local Collision
hero.collision = onLocalCollision
hero:addEventListener("collision", hero)
-- Global Collision
Runtime:addEventListener("collision", onGlobalCollision)
Runtime:addEventListener("postCollision", onPostCollision)
,每个碰撞对象都必须有一个名称(属性名称ccName
,您可以选择任意名称,但必须在Tiled的对象列表中进行设置).
and each collision object has to have a name ( the property name ccName
, you can pick any name you want , but it has to be set in Tiled's object list ).
此外,我删除了categoryBits
和maskBits
,似乎它们使碰撞检测无效.
Also, I removed the categoryBits
and maskBits
, seems they make the collision detection invalid.
注意事项:
- 碰撞层不必通过编程添加到场景中(它将自动添加)
- 仅需要1组碰撞检测方法(本地/全局)(但可以并行运行2组)
- 在不需要时关闭混合显示模式,以获得更好的性能
- 图层格式是什么都没关系(Base64/CSV可以正常工作)
- 请记住在碰撞层属性中添加
physics:enabled
(根据@CalebP的评论,physics:friction
和physics:bounce
是可选的)
- Collision layer does not have to add to scene by programming ( it will be added automatically )
- Only 1 set of collision detection methods ( Local / Global ) is needed ( but 2 sets can be run in parallel )
- Turn off hybrid display mode when not needed, for better performance
- It doesn't matter what the Layer format is ( Base64 / CSV works fine )
- Remember to add
physics:enabled
in Collision Layer properties (physics:friction
andphysics:bounce
are optional , as per @CalebP's comment )