振り子のGameActivityを(AndEngineで)書いています。
適用中にCollisionHandler
、これは1つではなく一連の衝突イベントを生成しますか?実は、スプライトがぶつかったときに一度だけ実行してほしいです。
私の場合:とmovingBall
衝突するとmLeftWall
、それ5 times
はonCollision()
;と呼ばれます。それは異常でした、私は一度だけ期待しました。
ContactListener
代わりに使用して登録する必要がありPhysicsWorld
ますか?これが私のコードです:
MyGameActivity.java:
/** List of objects to check collision of any animating objects. E.g: walls */
private ArrayList<IShape> mCollidingTargetList = new ArrayList<IShape>();
/** user-defined collision handler */
PendulumCollisionCallback collideActionCallback = new PendulumCollisionCallback();
@Override
public Scene onCreateScene()
{
final Scene scene = super.onCreateScene();
final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
//Create walls
mWallLeft = new Rectangle(0, 0, 2, mCameraHeight, vertexBufferObjectManager);
mWallRight = new Rectangle(mCameraWidth - 2, 0, 2, mCameraHeight, vertexBufferObjectManager);
PhysicsFactory.createBoxBody(mPhyscisWorld, mWallLeft, BodyType.StaticBody, mWallFixtureDef);
PhysicsFactory.createBoxBody(mPhyscisWorld, mWallRight, BodyType.StaticBody, mWallFixtureDef);
scene.attachChild(mWallLeft);
scene.attachChild(mWallRight);
//Create movingBall - the pendulum ball
final AnimatedSprite movingBall = new AnimatedSprite(mCenterX, mCenterY, this.mCircleFaceTextureRegion, this.getVertexBufferObjectManager());
final Body ballBody = PhysicsFactory.createCircleBody(this.mPhysicsWorld, movingBall, BodyType.DynamicBody, mObjectFixtureDef);
movingBall.setUserData(ballBody); // for getting the body attached with UI
//..... Stuff to create anchorBody and RevoluteJoint with the movingBall
//list of bodies where sprites collide
this.mCollidingTargetList.add(mWallLeft);
this.mCollidingTargetList.add(mWallRight);
//Manage user-defined collision handler: movingBall collides with walls
CollisionHandler pendulumCollideHandler = new CollisionHandler(collideActionCallback, movingBall, mCollidingTargetList);
scene.registerUpdateHandler(pendulumCollideHandler);
return scene;
}
PendulumCollisionCallback.java:
public class PendulumCollisionCallback implements ICollisionCallback
{
public PendulumCollisionCallback()
{ }
/**
* @param animatedShape
* Entity to check collision with other targets
* @param pTargetShape
* Target to check the collision
* @return <code>true</code> to proceed, <code>false</code> to stop further collosion-checks.
*/
@Override
public boolean onCollision(IShape animatedShape, IShape pTargetShape)
{
String pendulPos = String.format("Pendul:x=%f, y=%f", animatedShape.getX(), animatedShape.getY());
Log.d("COLLIDE", pendulPos);
return false;
}
}