我在我的 LIBGDX 游戏中使用短值来检测碰撞,但是我放置了太多的元素,我的值已经用完了。我目前在 32768,它被识别为整数。我该怎么办?
这些是我的碰撞位:
public static final short NOTHING_BIT = 0;
public static final short GROUND_BIT = 1;
public static final short FRAN_BIT = 2;
public static final short BRICK_BIT = 4;
public static final short SECONDS_BIT = 8;
public static final short DESTROYED_BIT = 16;
public static final short HIDDEN_BIT = 32;
public static final short ENEMY_BIT = 64;
public static final short ENEMY_HEAD_BIT = 128;
public static final short ENEMY_FRONT_BIT = 256;
public static final short FRAN_HEAD_BIT = 512;
public static final short FRAN_BODY_SENSOR_BIT = 1024;
public static final short ENEMY_LIMIT = 2048;
public static final short WATER_BIT = 4096;
public static final short FIREBALL_BIT = 8192;
public static final short GROUND_ESCAPE = 16384;
这是检测到碰撞的代码:
@Override
public void beginContact(Contact contact) {
Fixture fixA = contact.getFixtureA();
Fixture fixB = contact.getFixtureB();
int cDef = fixA.getFilterData().categoryBits | fixB.getFilterData().categoryBits;
switch (cDef){
case JungleMasters.FRAN_HEAD_BIT | JungleMasters.BRICK_BIT:
if (fixA.getFilterData().categoryBits == JungleMasters.FRAN_HEAD_BIT){
((InteractiveTIleObject)fixB.getUserData()).onHeadHit((Franfran) fixA.getUserData());
} else {
((InteractiveTIleObject) fixA.getUserData()).onHeadHit((Franfran) fixB.getUserData());
}
sound = screen.assetManager.manager.get(screen.assetManager.brickBreaking);
sound.play();
break;
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