android libgdx触摸,在Android上使用libgdx-box2d物理引擎

前言

相比Ios UiKit原生支持物理引擎,Android确实麻烦的不要不要。

为什么用 libgdx

Android上最方便的方案是jbox2D,缺点是在java层实现,物理多了之后性能很卡。笔者近期没有测试,11年左右在里程碑1上使用的时候那是巨卡无比。

libgdx的物理引擎其实是封装的native版本box2D,在满足性能需求的同时,避免了开发JNI的烦恼,对于java程序员来说目前是最便捷的方案。

使用libgdx-box2d

STEP1: build.gradle中添加依赖

dependencies {

configurations { natives }

implementation "com.badlogicgames.gdx:gdx-box2d:$box2dVersion"

natives "com.badlogicgames.gdx:gdx-box2d-platform:$box2dVersion:natives-armeabi"

natives "com.badlogicgames.gdx:gdx-box2d-platform:$box2dVersion:natives-armeabi-v7a"

natives "com.badlogicgames.gdx:gdx-box2d-platform:$box2dVersion:natives-arm64-v8a"

}

task copyAndroidNatives() {

file("libs/armeabi/").mkdirs();

file("libs/armeabi-v7a/").mkdirs();

file("libs/arm64-v8a/").mkdirs();

configurations.natives.files.each { jar ->

def outputDir = null

if(jar.name.endsWith("natives-arm64-v8a.jar")) outputDir = file("libs/arm64-v8a")

if(jar.name.endsWith("natives-armeabi-v7a.jar")) outputDir = file("libs/armeabi-v7a")

if(jar.name.endsWith("natives-armeabi.jar")) outputDir = file("libs/armeabi")

if(outputDir != null) {

copy {

from zipTree(jar)

into outputDir

include "*.so"

}

}

}

}

STEP2: 渲染层实现

libgdx本身是个游戏引擎,提供基于openGLES的渲染引擎,但是对于大多数APPer来说使用成本略高。这里我们通过实现一个自定义view,并通过Canvas#draw()的方式进行渲染。

2.1 初始化box2D

private void setupBox2D() {

Box2D.init();

//第一个参数为x、y两个方向的重力值,(0,0)点在左上y轴重力用10

mWorld = new World(new Vector2(0, 10), true);

}

2.2 在组件四周添加静态刚体

private void createTopAndBottomBounds() {

BodyDef bodyDef = new BodyDef();

bodyDef.type = BodyDef.BodyType.StaticBody;

PolygonShape box = new PolygonShape();

float boxWidth = pixelsToMeters(mWidth);

float boxHeight = pixelsToMeters(mRatio);

box.setAsBox(boxWidth, boxHeight);

FixtureDef fixtureDef = new FixtureDef();

fixtureDef.shape = box;

fixtureDef.density = 0.5f;

fixtureDef.friction = 0.3f;

fixtureDef.restitution = 0.5f;

bodyDef.position.set(0, -boxHeight * .5f);

Body topBody = mWorld.createBody(bodyDef);

topBody.createFixture(fixtureDef);

bodyDef.position.set(0, pixelsToMeters(mHeight) + boxHeight * .5f);

Body bottomBody = mWorld.createBody(bodyDef);

bottomBody.createFixture(fixtureDef);

}

private void createLeftAndRightBounds() {

float boxWidth = pixelsToMeters(mRatio);

float boxHeight = pixelsToMeters(mHeight);

BodyDef bodyDef = new BodyDef();

bodyDef.type = BodyDef.BodyType.StaticBody;

PolygonShape box = new PolygonShape();

box.setAsBox(boxWidth, boxHeight);

FixtureDef fixtureDef = new FixtureDef();

fixtureDef.shape = box;

fixtureDef.density = 0.5f;

fixtureDef.friction = 0.3f;

fixtureDef.restitution = 0.5f;

bodyDef.position.set(-boxWidth * .5f, boxHeight);

Body leftBody = mWorld.createBody(bodyDef);

leftBody.createFixture(fixtureDef);

bodyDef.position.set(pixelsToMeters(mWidth) + boxWidth * .5f, 0);

Body rightBody = mWorld.createBody(bodyDef);

rightBody.createFixture(fixtureDef);

}

2.3 添加一个动态刚体,从(0,0)点下落

public void addGiftBody() {

// First we create a body definition

BodyDef bodyDef = new BodyDef();

// We set our body to dynamic, for something like ground which doesn't move we would set it to StaticBody

bodyDef.type = BodyDef.BodyType.DynamicBody;

// Set our body's starting position in the world

bodyDef.position.set(pixelsToMeters(3), pixelsToMeters(3));

bodyDef.linearVelocity.set((float) Math.random(), (float) Math.random() * 100);

// Create our body in the world using our body definition

Body body = mWorld.createBody(bodyDef);

//TODO 随机

Bitmap bitmap = mBitmaps[0];

GiftInfo giftInfo = new GiftInfo(bitmap);

body.setUserData(giftInfo);

body.setFixedRotation(false);

PolygonShape box = new PolygonShape();

float boxWidth = pixelsToMeters(pixelsToMeters(bitmap.getWidth()));

float boxHeight = pixelsToMeters(pixelsToMeters(bitmap.getHeight()));

box.setAsBox(boxWidth, boxHeight);

// Create a fixture definition to apply our shape to

FixtureDef fixtureDef = new FixtureDef();

fixtureDef.shape = box;

fixtureDef.density = 1.5f;

fixtureDef.friction = 0.4f;

fixtureDef.restitution = .6f; // Make it bounce a little bit

// Create our fixture and attach it to the body

Fixture fixture = body.createFixture(fixtureDef);

mBodyList.add(body);

box.dispose();

}

2.4 渲染、更新物体坐标、以此循环

@Override

protected void onDraw(Canvas canvas) {

super.onDraw(canvas);

drawGift(canvas);

long time = System.currentTimeMillis() - mLastRenderTime;

mLastRenderTime = time;

doPhysicsStep(time);

postInvalidate();

}

private void drawGift(Canvas canvas) {

int size = mBodyList.size();

for (int i = 0; i < size; i++) {

Body body = mBodyList.get(i);

GiftInfo giftInfo = (GiftInfo) body.getUserData();

Bitmap bitmap = giftInfo.getBitmap();

canvas.drawBitmap(bitmap, metersToPixels(mBodyList.get(i).getPosition().x) - bitmap.getWidth() * .5f,

metersToPixels(mBodyList.get(i).getPosition().y) - bitmap.getHeight() * .5f, mPaint);

}

}

private void doPhysicsStep(float deltaTime) {

// fixed time step

// max frame time to avoid spiral of death (on slow devices)

float frameTime = Math.min(deltaTime, 0.25f);

mAccumulator += frameTime;

while (mAccumulator >= Constants.TIME_STEP) {

mWorld.step(Constants.TIME_STEP, Constants.VELOCITY_ITERATIONS, Constants.POSITION_ITERATIONS);

mAccumulator -= Constants.TIME_STEP;

}

}

结尾

希望能够通过这个简单例子帮助大家使用libgdx-box2d,先水一波。

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