Corona SDK自定义物理体

我在 corona 中使用自定义形状遇到了一些问题。

我的代码是将一些球添加到场景中,使它们掉进一个篮子中。这个篮子是我在 newBasket() 函数中定义的自定义形状对象。问题是篮子与地面对象发生碰撞,但它与球不发生碰撞,我不知道为什么,请有经验的人帮帮我,我无法在其他地方找到解决方案,先谢谢了。

_W = display.contentWidth
_H = display.contentHeight

-- 物理引擎
local physics = require("physics")
physics.start()
physics.setDrawMode("debug")

-- iOS
display.setStatusBar(display.HiddenStatusBar)

-- 屏幕边界
local ground = display.newRect(0, _H, _W, 5)
local leftWall = display.newRect(0,0,1,_H)
local rightWall = display.newRect(_W,0,1,_H)
physics.addBody(ground, "static", {friction = .2, bounce = .1})
physics.addBody(leftWall, "static", {friction = .2, bounce = .1})
physics.addBody(rightWall, "static", {friction = .2, bounce = .1})

local function newBasket()
    local body = display.newImage("assets/basket.png")
    body.x = 0 body.y = 0

    local physics_body = {}
    physics_body["basket"] = {
        {
            -- 左臂
            density = 10, friction = 10, bounce = 0.15,
            shape = {-126, 40, -110, 40, -140, -64, -156, -64}

        },

        {
            -- 底部
            density = 10, friction = 1, bounce = 0,
            shape = {-121, 60, 125, 60, 128, 40, -126, 40}

        },
        {
            -- 右臂
            density = 10, friction = 10, bounce = 0.15,
            shape = {113, 40, 129, 40, 158, -64, 143, -64}

        }

    }
    physics.addBody(body, unpack(physics_body["basket"]) )

    return body
end

local basket = newBasket()
basket.x = _W * .5 basket.y = _H - 100

local function newPlanet()

    local planets = {
        {img = "bigBall.png", radius = 45},
        {img = "mediumBall.png", radius = 30},
        {img = "smallBall.png", radius = 20}
    }

    local n = math.random(1,3)

    local img = "assets/" .. planets[n].img
    local ball = display.newImage(img)
    ball.x = math.random((_W * 0.5) -100, (_W * 0.5) + 100) ball.y = 0

    physics.addBody(ball, {bounce = 0.3, radius = planets[n].radius})
end

local function spawnPlanets(number)

    local function spawn(e)
        newPlanet()

        if(e.count == number) then
            timer.cancel(tmr)
            tmr = nil
        end
    end

    tmr = timer.performWithDelay(500, spawn, number)
end

spawnPlanets(20)

原文链接 https://stackoverflow.com/questions/10166437

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stackoverflow用户185316
stackoverflow用户185316

根据手册

如果指定了形状,则物体边界将遵循所提供的形状多边形。请注意,每个形状的最大面数为8,所有角度必须是凸面角。 [...]形状坐标必须按顺时针顺序定义,并且所得到的形状必须仅为凸面角。

因此,你有两个问题。首先,形状必须按照顺时针的顺序定义,就像下面的示例一样。其次,所有形状必须是凸的(即使是复杂的物体形状),因此您不能做任何像新月形或篮子那样回旋的操作。

不幸的是,这意味着您必须将篮子分成3个独立的形状。此外,由于它们现在是独立的形状,当它们掉落时它们就不会粘在一起(除非使用关节)。我只是把篮子分成三个静态体并放在正确的位置开始:

local function newBasket()
    local physics_body = {}
    physics_body["basket"] = {
        {
            --LeftArm
            density = 10, friction = 10, bounce = 0.15,
            shape = {-126, 40, -156, -64, -140, -64, -110, 40 }

        },

        {
            --Bottom
            density = 10, friction = 1, bounce = 0,
            shape = {-121, 60,-126, 40, 128, 40, 125, 60 }

        },
        {
            --RightArm
            density = 10, friction = 10, bounce = 0.15,
            shape = {113, 40, 143, -64, 158, -64, 129, 40 }

        }

    }
    for k,shape in pairs(physics_body["basket"]) do
        local body = display.newRect(0, 0, 200, 100)
        body.x = display.contentCenterX
        body.y = display.contentHeight - 60

        physics.addBody(body, 'static', shape )
    end
end

newBasket()
2012-04-16 16:55:20