我目前正在尝试使用java和libgdx进行突破性克隆。我目前遇到的问题是让球以适当的角度从球块上反弹。简而言之,我遇到的问题是球每帧移动12个像素,并不总是与砖块的边缘对齐。如果有人对更好的移动方式或不同方式检查碰撞有任何建议,我将不胜感激!
主要游戏类
package com.kyleparker.breakout;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.Array;
public class BreakoutGameScreen implements ApplicationListener {
Texture dropImage;
Sound dropSound;
Music rainMusic;
SpriteBatch batch;
OrthographicCamera camera;
Rectangle bucket;
Paddle paddle;
//Brick bricks[];
Array<Brick> bricks;
Ball ball;
@Override
public void create() {
// load the images for the droplet, 64x64 pixels
dropImage = new Texture(Gdx.files.internal("droplet.png"));
// load the drop sound effect and the rain background "music"
dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav"));
rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
// start the playback of the background music immediately
rainMusic.setLooping(true);
rainMusic.play();
// create the camera and the SpriteBatch
camera = new OrthographicCamera();
camera.setToOrtho(false, 1280, 720);
batch = new SpriteBatch();
paddle = new Paddle(new Texture(Gdx.files.internal("bucket.png")));
bricks = new Array<Brick>();
populateBricks();
ball = new Ball(new Texture(Gdx.files.internal("bucket.png")), paddle, bricks);
}
private void populateBricks() {
bricks.add(new Brick(200,100));
for (int i = 0; i < 5; i++) {
for (int j = 0; j <= 7; j++) {
bricks.add(new Brick (j * 144 + 76, i * 80 + 300)); //Offsets each new brick
}
}
}
@Override
public void render() {
// clear the screen with a dark blue color. The
// arguments to glClearColor are the red, green
// blue and alpha component in the range [0,1]
// of the color to be used to clear the screen.
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// tell the camera to update its matrices.
camera.update();
// tell the SpriteBatch to render in the
// coordinate system specified by the camera.
batch.setProjectionMatrix(camera.combined);
// begin a new batch and draw the bucket and
// all drops
batch.begin();
paddle.render(batch, camera);
ball.move();
ball.render(batch, camera);
for (int x = bricks.size - 1; x > 0; x--) {
bricks.get(x).render(batch,camera);
}
batch.end();
}
@Override
public void dispose() {
// dispose of all the native resources
dropImage.dispose();
dropSound.dispose();
rainMusic.dispose();
batch.dispose();
paddle.dispose();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
球类
package com.kyleparker.breakout;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.Array;
public class Ball{
Texture ballImage;
Rectangle ball;
private int xdir;
private int ydir;
Paddle paddle;
Array<Brick> bricks;
final int BALL_SPEED = 12;
public Ball(Texture ballImage, Paddle paddle, Array<Brick> bricks) {
// load the ball image
this.ballImage = ballImage;
xdir = 1;
ydir = -1;
// create a Rectangle for the balls collision
ball = new Rectangle();
ball.x = 1280 / 2 - 64 / 2; // center the ball
ball.y = 100; // put the ball 200px away from the bottom of the screen
ball.width = 64;
ball.height = 64;
this.paddle = paddle;
this.bricks = bricks;
}
public void render(SpriteBatch batch, OrthographicCamera camera) {
// draw the paddle onto the batch of the level
batch.draw(ballImage, ball.x, ball.y);
}
public void move() {
ball.x += xdir * BALL_SPEED;
ball.y += ydir * BALL_SPEED;
if (ball.x <= 0) {
setXDir(1);
}
if (ball.x >= 1280 - 64) {
setXDir(-1);
}
if (ball.y <= 0) {
setYDir(1);
}
if (ball.y >= 720 - 64) {
setYDir(-1);
}
if (ball.overlaps(paddle.getRect())) {
setYDir(1);
}
for (int i = 0; i < bricks.size; i++) {
if (ball.overlaps(bricks.get(i).getRect())) {
if ((ball.x == (bricks.get(i).getRect().x + 128)))
{
setXDir(1);
bricks.get(i).setDestroyed(true);
System.out.println("Collision RIGHT");
}
if (((ball.x + 64) == bricks.get(i).getRect().x))
{
setXDir(-1);
bricks.get(i).setDestroyed(true);
System.out.println("Collision LEFT");
}
if ((ball.y == (bricks.get(i).getRect().y + 64)))
{
setYDir(1);
bricks.get(i).setDestroyed(true);
System.out.println("Collision TOP");
}
if (((ball.y + 64) == bricks.get(i).getRect().y))
{
setYDir(-1);
bricks.get(i).setDestroyed(true);
System.out.println("Collision BOTTOM");
}
}
}// end of for
}
public void setXDir(int x) {
xdir = x;
}
public void setYDir(int y) {
ydir = y;
}
public int getYDir() {
return ydir;
}
public int getXDir() {
return xdir;
}
public Rectangle getRect() {
// return the collision rectangle for checking overlaps
return ball;
}
public void dispose() {
// dispose of all the native resources
ballImage.dispose();
}
}// end of class
砖块代码以防万一
package com.kyleparker.breakout;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
public class Brick{
Texture brickImage;
Rectangle brick;
boolean destroyed;
public Brick(int x, int y) {
brickImage = new Texture(Gdx.files.internal("brick.png"));
// create a Rectangle for the bricks collision
brick = new Rectangle();
brick.x = x;
brick.y = y;
brick.width = 128;
brick.height = 64;
destroyed = false;
}
public void render(SpriteBatch batch, OrthographicCamera camera) {
// draw the brick onto the batch of the level
batch.draw(brickImage, brick.x, brick.y);
}
public boolean isDestroyed() {
// return the collision rectangle for checking overlaps
return destroyed;
}
public void setDestroyed(boolean destroyed)
{
this.destroyed = destroyed;
if (this.destroyed == true) {
dispose();
brick.x = -1000;
brick.y = -1000;
}
}
public Rectangle getRect() {
return brick;
}
public void dispose() {
// dispose of all the native resources
brickImage.dispose();
}
}
答案 0 :(得分:2)
不要担心这个球并不总是与碰撞需要处理的物体对齐 - 这实际上并不相关。你可以(并且应该)更准确地处理你的碰撞。也就是说,球的路径是固定的,因此您可以在任何未来点计算其位置。检查它的位置,计算它在下一帧中的位置(无论如何你必须做它),并添加一些代码来处理 发生的碰撞,而不是试图检测和处理发生的碰撞。如果你真的想要一个干净的反射,你可以放慢速度,或者你可以加快你的帧速率,或者你可以在它反射之前让球被部分“吸收”:
public class Ball {
. . .
public void move() {
. . .
if (collisionObject.overlaps(new Rectangle(ball.x + xdir, ball.y + ydir, ball.width, ball.height))) {
//a collision will have occurred in the next frame
//handle the collision however you please
}
}
}
我还注意到您的BALL_SPEED
字段名称不准确。如目前编码的那样,球总是以45°角移动,每帧的速度约为17像素(在该方向上)。你已经将它的x和y偏移编码为12像素,但如果(当?)你改变球的方向,你会发现速度波动很大,取决于xdir
的值。和ydir
字段。例如,如果您(稍微)将这些随机化,但按原样保留其余代码,您可能会在一个实例上找到xdir = 2
和ydir = 4
,并xdir = 6
和另一个ydir = 12
。请注意,这些描述了相同的方向,但第二个版本将移动三倍。
要正确处理球的方向和速度,请指定角度,并通过适当的三角函数(xdir
和ydir
)计算xdir = BALL_SPEED * Math.cos(ballAngle)
和ydir = BALL_SPEED * Math.sin(ballAngle)
值。
答案 1 :(得分:-1)
我会用box2d来做整件事。你没有用过box2d可能意味着你没有经验,所以这将是一个小障碍,但我相信你能够快速地绕过它。这是一个链接:http://code.google.com/p/libgdx/wiki/PhysicsBox2D