I run into this situation while developing my little 2D side-scrolling platformer game using libgdx. The main problem is that beginContact(Contact contact)
isn't called when it clearly needs to. Here are some simplified code snippets to give a quick overview:
ContactListener
class which logs every contact between sensor and ground:
public class WorldContactListener implements ContactListener
{
Player player;
public WorldContactListener(Player player, World world)
{
this.player = player;
world.setContactListener(this);
}
@Override
public void beginContact(Contact contact)
{
Object userDataA = contact.getFixtureA().getUserData();
Object userDataB = contact.getFixtureB().getUserData();
if((userDataA == Tomb.UserData.GROUND || userDataB == Tomb.UserData.GROUND)
&& (userDataA == Tomb.UserData.PLAYER_FEET || userDataB == Tomb.UserData.PLAYER_FEET))
{
Gdx.app.log("collision", "start");
}
}
@Override
public void endContact(Contact contact)
{
Object userDataA = contact.getFixtureA().getUserData();
Object userDataB = contact.getFixtureB().getUserData();
if((userDataA == Tomb.UserData.GROUND || userDataB == Tomb.UserData.GROUND)
&& (userDataA == Tomb.UserData.PLAYER_FEET || userDataB == Tomb.UserData.PLAYER_FEET))
{
Gdx.app.log("collision", "stop");
}
}
@Override
public void preSolve(Contact contact, Manifold oldManifold)
{
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse)
{
}
}
Player creation:
//Main rectangle:
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(spawnCoordinates);
bodyDef.type = BodyType.DynamicBody;
body = world.createBody(bodyDef);
FixtureDef fixtureDef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox(5 / Tomb.PPM, 14 / Tomb.PPM);
fixtureDef.shape = shape;
fixtureDef.friction = FRICTION; //1
fixtureDef.restitution = RESTITUTION; //0
body.createFixture(fixtureDef).setUserData(Tomb.UserData.PLAYER);
//Circle-shaped sensor:
fixtureDef = new FixtureDef();
CircleShape feet = new CircleShape();
feet.setPosition(new Vector2(0, -16 / Tomb.PPM));
feet.setRadius(10 / Tomb.PPM);
fixtureDef.shape = feet;
fixtureDef.isSensor = true;
body.createFixture(fixtureDef).setUserData(Tomb.UserData.PLAYER_FEET);
Player movements:
private void handleInput(float delta)
{
if(Gdx.input.isKeyJustPressed(Input.Keys.UP))
{
body.applyLinearImpulse(new Vector2(0, JUMP_POWER), body.getWorldCenter(), true);
}
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT) && body.getLinearVelocity().x <= MAX_HORIZONTAL_VELOCITY)
{
body.applyLinearImpulse(new Vector2(HORIZONTAL_SPEED, 0), body.getWorldCenter(), true);
}
if(Gdx.input.isKeyPressed(Input.Keys.LEFT) && body.getLinearVelocity().x >= -MAX_HORIZONTAL_VELOCITY)
{
body.applyLinearImpulse(new Vector2(-HORIZONTAL_SPEED, 0), body.getWorldCenter(), true);
}
}
Initialization of a .tmx map, which is imported from Tiled Map Editor. It's noteworthy that whole terrain is one single PolygonMapObject
, so specifically in this case for
loop isn't needed.
protected void defineGround(int layerIndex)
{
for(PolygonMapObject object : map.getLayers().get(layerIndex).getObjects().getByType(PolygonMapObject.class))
{
BodyDef bodyDef = new BodyDef();
ChainShape chainShape = new ChainShape();
FixtureDef fixtureDef = new FixtureDef();
Body body;
Polygon polygon = object.getPolygon();
bodyDef.type = BodyType.StaticBody;
bodyDef.position.set(polygon.getX() / Tomb.PPM, polygon.getY() / Tomb.PPM);
body = world.createBody(bodyDef);
float[] scaledVertices = new float[polygon.getVertices().length];
for(int i = 0; i < polygon.getVertices().length; i++)
{
scaledVertices[i] = polygon.getVertices()[i] / Tomb.PPM;
}
chainShape.createChain(scaledVertices);
fixtureDef.shape = chainShape;
body.createFixture(fixtureDef).setUserData(Tomb.UserData.GROUND);
}
}
Finally, self-explaining pics, which show the game screen itself and eclipse console with WorldContactListener
logs:
Same thing happens when trying to climb up the slope (or absolutely any non-flat surface):
I have tried all possible sensor shape and size variations, so this behavior isn't caused by CircleShape
's size. What could be the case? Or any workaround which doesn't involve ContactListener
?