2013-07-27 36 views
0

发生什么事每个人,如何处理libGDX的Box2D ContactListener中的空指针异常?

我通过libGDX在Box2D启发式地生产Pong克隆。空指针异常来自ContactListener的beginContact()方法,我试图实现评分逻辑。

Box2D世界使用两个独立的EdgeShapes作为传感器,用于在与球碰撞时递增得分变量(查看附加图像)。 Ball和两个EdgeShapes之间的碰撞逻辑工作正常,但Ball2和Box2D世界中的任何其他碰撞都会使程序崩溃。

enter image description here

堆栈跟踪:

Exception in thread "LWJGL Application" java.lang.NullPointerException 
at com.ckq3r.Pong.screens.GameScreen$2.beginContact(GameScreen.java:491) 
at com.badlogic.gdx.physics.box2d.World.beginContact(World.java:876) 
at com.badlogic.gdx.physics.box2d.World.jniStep(Native Method) 
at com.badlogic.gdx.physics.box2d.World.step(World.java:602) 
at com.ckq3r.Pong.screens.GameScreen.render(GameScreen.java:99) 
at com.badlogic.gdx.Game.render(Game.java:46) 
at com.ckq3r.Pong.PongGame.render(PongGame.java:236) 
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:204) 
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:112) 

有问题的代码:

/**Box2D contact listener**/ 
private void createContactListener() { 
    world.setContactListener(new ContactListener() { 

     @Override 
     public void beginContact(Contact contact) { 
      Fixture fixtureA = contact.getFixtureA(); 
      Fixture fixtureB = contact.getFixtureB(); 

      Gdx.app.log("beginContact", "between " + fixtureA.toString() + " and " + fixtureB.toString()); 

      if(fixtureA.getBody().getUserData().equals(1) && fixtureB.getBody().getUserData().equals(2) || fixtureA.getBody().getUserData().equals(2) && fixtureB.getBody().getUserData().equals(1)){ 
       Gdx.app.log("HIT", "goal1 contact"); 
       score1++; 
       score1String = score1 + ""; 
      } 

      if(fixtureA.getBody().getUserData().equals(1) && fixtureB.getBody().getUserData().equals(3) || fixtureA.getBody().getUserData().equals(3) && fixtureB.getBody().getUserData().equals(1)){ 
       Gdx.app.log("HIT", "goal2 contact"); 
       score2++; 
       score2String = score2 + ""; 
      } 
     } 

     @Override 
     public void endContact(Contact contact) { 
      Fixture fixtureA = contact.getFixtureA(); 
      Fixture fixtureB = contact.getFixtureB(); 
      Gdx.app.log("endContact", "between " + fixtureA.toString() + " and " + fixtureB.toString()); 
     } 

     @Override 
     public void preSolve(Contact contact, Manifold oldManifold) { 
     } 

     @Override 
     public void postSolve(Contact contact, ContactImpulse impulse) { 
     } 

     }); 
} 

注:

  1. 当我注释掉beginContact中的两个条件语句() 我代码运行。未注释时,错误被重现。
  2. Ball userData是circleBody.setUserData(1);
  3. goal1 userData是goalBody.setUserData(2);
  4. goal2 userData是goalBody.setUserData(3);
+0

这是行491? – JBuenoJr

+1

下面的一个或多个函数返回'null':fixtureA.getBody()或fixtureA.getBody()。getUserData()或等效的fixtureB方法。应该getBody()或getUserData()总是返回一个值?如果他们返回null,这意味着什么? – HeatfanJohn

+0

@JosephBueno第491行是beginContact()方法中的第一条if语句。谢谢回复。 – HACKQ3R

回答

1

为Box2D世界中的每个实体设置userdata,以便您可以使用ContactListener中的条件逻辑来评估是否应该处理碰撞。

重点在下面的行paddleBody.setUserData(4);。您可以选择任意数字来设置单个对象的用户数据,只要该数字与您的世界中其他对象的用户数据相同即可。

例如:

/**paddle1**/ 
    BodyDef paddleDef = new BodyDef(); 
    paddleDef.type = BodyType.DynamicBody; 
    paddleDef.position.set(width * 0.2f, height/2); 
    paddleDef.fixedRotation = true; 

    Body paddleBody = world.createBody(paddleDef); 
    paddleBody.setUserData(4); 

    PolygonShape paddleShape = new PolygonShape(); 
    paddleShape.setAsBox(3.0f, 15.0f); //half-width and half-height 

    FixtureDef paddleFD = new FixtureDef(); 
    paddleFD.shape = paddleShape; 
    paddleFD.density = 10.0f; 
    paddleFD.friction = 0.0f; 
    paddleFD.restitution = 0.1f; 

    paddleBody.createFixture(paddleFD); 

    paddleShape.dispose(); 

    paddleBody.setLinearVelocity(0.0f, 0.0f); 
    /**end paddle1**/ 

    /**paddle2**/ 
    BodyDef paddleDef2 = new BodyDef(); 
    paddleDef2.type = BodyType.DynamicBody; 
    paddleDef2.position.set(width * 0.8f, height/2); 
    paddleDef2.fixedRotation = true;   

    Body paddleBody2 = world.createBody(paddleDef2); 
    paddleBody2.setUserData(5);    

    PolygonShape paddleShape2 = new PolygonShape(); 
    paddleShape2.setAsBox(3.0f, 15.0f); //half-width and half-height 

    FixtureDef paddleFD2 = new FixtureDef(); 
    paddleFD2.shape = paddleShape2; 
    paddleFD2.density = 10.0f; 
    paddleFD2.friction = 0.0f; 
    paddleFD2.restitution = 0.1f; 

    paddleBody2.createFixture(paddleFD2); 

    paddleShape2.dispose(); 

    paddleBody2.setLinearVelocity(0.0f, 0.0f); // Move nowhere at a rate of x = 0.0f, y = 0.0f meters per second 
    /**end paddle2**/