此问题之前已发布,但我在libGdx中闪烁的精灵有问题。 我已经在stackoverflow,谷歌等地方到处寻找,但没有任何帮助我。
精灵在移动时只会闪烁。当我慢慢移动它时,它会闪烁得更少,但是当它快一点时它会闪烁很多。这非常烦人,而且无法播放。
这是我的代码:
package com.wouter.DuelArena;
import com.badlogic.gdx.Game;
import ...
public class DuelArena extends Game {
Sprite player;
float playerX;
float playerY;
boolean fireBool;
Sprite fireSprite;
Texture fireText;
OrthographicCamera cam;
Texture playerTexture;
SpriteBatch batch;
@Override
public void create() {
fireBool = false;
fireText = new Texture("data/droplet.png");
fireText.setFilter(TextureFilter.Linear, TextureFilter.Linear);
fireSprite = new Sprite(fireText);
playerTexture = new Texture("data/bucket.png");
playerTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
player = new Sprite(playerTexture);
player.setSize(70, 128);
playerX = 0f;
playerY = 0f;
cam = new OrthographicCamera();
cam.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch = new SpriteBatch();
}
@Override
public void dispose() {
super.dispose();
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(Gdx.gl10.GL_COLOR_BUFFER_BIT);
cam.update();
batch.setProjectionMatrix(cam.combined);
batch.begin();
player.draw(batch);
input();
update();
batch.end();
super.render();
}
private void update()
{
player.setPosition(playerX, playerY);
if (fireBool)
{
fireSprite.setX(fireSprite.getX() + 300 * Gdx.graphics.getDeltaTime());
fireSprite.draw(batch);
if (fireSprite.getX() > 1280)
fireBool = false;
}
}
private void input()
{
if (Gdx.input.isKeyPressed(Keys.LEFT) && player.getX() > 0)
{
playerX -= 200f * Gdx.graphics.getDeltaTime();
}
if (Gdx.input.isKeyPressed(Keys.RIGHT) && player.getX() < 1280)
{
playerX += 200f * Gdx.graphics.getDeltaTime();
}
if (Gdx.input.isKeyPressed(Keys.SPACE) && !fireBool)
{
fireBool = true;
fireSprite.setPosition(playerX, playerY + 35f * Gdx.graphics.getDeltaTime());
}
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
}
@Override
public void pause() {
super.pause();
}
@Override
public void resume() {
super.resume();
}
}
事先谢谢!
答案 0 :(得分:2)
问题是调用super.render的位置:
super.render();
在Game类中,super.render需要是代码中的第一行,而不是最后一行,如下所示:
@Override
public void render(){
super.render(); //<-----
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(Gdx.gl10.GL_COLOR_BUFFER_BIT);
cam.update();
batch.setProjectionMatrix(cam.combined);
batch.begin();
player.draw(batch);
input();
update();
batch.end();
}
如果你在Game中覆盖render方法,那么把它放在那里实际上非常重要,因为那是调用当前Screen的渲染的那个。你没有在这个例子中使用Screens,但是如果你正在使用Game,你可能应该(将:p)。