Tag: box2d andengine

机体之间的引擎摩擦

我面对奇怪的行为,静态和动态两个机构之间没有摩擦。 我在下面的代码中声明尸体(在kotlin中的代码): val WALL_FIXTURE_DEF = PhysicsFactory.createFixtureDef(0f, 0f, 50f) val ground = Rectangle(this.mCameraWidth / 2, wallWidth / 2 , this.mCameraWidth, wallWidth, this.vertexBufferObjectManager) PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyDef.BodyType.StaticBody, WALL_FIXTURE_DEF) … this.mBall = UniformColorSprite(this.mCameraWidth / 2, this.mCameraHeight /2 , TILE_WIDTH, TILE_HEIGHT, mBallTextureRegion, this.vertexBufferObjectManager) val body: Body val objectFixtureDef = PhysicsFactory.createFixtureDef(100f, 0.3f, 10f, false, CATEGORYBIT_CIRCLE, MASKBITS_CIRCLE, 0) body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, this.mBall, […]