目前我正在尝试使用libgdx为Android平台实现简单游戏。我已经实现了游戏,但不知道如何根据用户输入暂停和恢复游戏。提示想法以及实现相同的一些实用代码。我使用的是libgdx库中演示的简单游戏代码。谢谢。
以下是代码:
public class Drop implements ApplicationListener {
Texture dropImage;
Texture bucketImage;
Sound dropSound;
Music rainMusic;
SpriteBatch batch;
OrthographicCamera camera;
Rectangle bucket;
Array<Rectangle> raindrops;
long lastDropTime;
@Override
public void create() {
// load the images for the droplet and the bucket, 64x64 pixels each
dropImage = new Texture(Gdx.files.internal("droplet.png"));
bucketImage = new Texture(Gdx.files.internal("bucket.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, 800, 480);
batch = new SpriteBatch();
// create a Rectangle to logically represent the bucket
bucket = new Rectangle();
bucket.x = 800 / 2 - 64 / 2; // center the bucket horizontally
bucket.y = 20; // bottom left corner of the bucket is 20 pixels above the bottom screen edge
bucket.width = 64;
bucket.height = 64;
// create the raindrops array and spawn the first raindrop
raindrops = new Array<Rectangle>();
spawnRaindrop();
}
private void spawnRaindrop() {
Rectangle raindrop = new Rectangle();
raindrop.x = MathUtils.random(0, 800-64);
raindrop.y = 480;
raindrop.width = 64;
raindrop.height = 64;
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
@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();
batch.draw(bucketImage, bucket.x, bucket.y);
for(Rectangle raindrop: raindrops) {
batch.draw(dropImage, raindrop.x, raindrop.y);
}
batch.end();
// process user input
if(Gdx.input.isTouched()) {
Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
bucket.x = touchPos.x - 64 / 2;
}
if(Gdx.input.isKeyPressed(Keys.LEFT)) bucket.x -= 200 * Gdx.graphics.getDeltaTime();
if(Gdx.input.isKeyPressed(Keys.RIGHT)) bucket.x += 200 * Gdx.graphics.getDeltaTime();
// make sure the bucket stays within the screen bounds
if(bucket.x < 0) bucket.x = 0;
if(bucket.x > 800 - 64) bucket.x = 800 - 64;
// check if we need to create a new raindrop
if(TimeUtils.nanoTime() - lastDropTime > 1000000000) spawnRaindrop();
// move the raindrops, remove any that are beneath the bottom edge of
// the screen or that hit the bucket. In the later case we play back
// a sound effect as well.
Iterator<Rectangle> iter = raindrops.iterator();
while(iter.hasNext()) {
Rectangle raindrop = iter.next();
raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
if(raindrop.y + 64 < 0) iter.remove();
if(raindrop.overlaps(bucket)) {
dropSound.play();
iter.remove();
}
}
}
@Override
public void dispose() {
// dispose of all the native resources
dropImage.dispose();
bucketImage.dispose();
dropSound.dispose();
rainMusic.dispose();
batch.dispose();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
答案 0 :(得分:11)
最简单的是,您添加了一个枚举:
public enum State
{
PAUSE,
RUN,
RESUME,
STOPPED
}
修改你的rendermethod
private State state = State.RUN;
@Override
public void render()
{
switch (state)
{
case RUN:
//do suff here
break;
case PAUSE:
//do stuff here
break;
case RESUME:
break;
default:
break;
}
}
也可以使用android的回调。例如,使用libgdx的回调来改变状态:
@Override
public void pause()
{
this.state = State.PAUSE;
}
@Override
public void resume()
{
this.state = State.RESUME;
}
还为状态添加类似setMethod的内容,以便您可以在userevent上更改它。
public void setGameState(State s){
this.state = s;
}
答案 1 :(得分:6)
您可以使用状态,枚举或常量。并且只在Running状态下更新。像这样:
public enum State{
Running, Paused
}
State state = State.Running;
@Override
public void render(){
switch(state){
case Running:
update();
break;
case Paused:
//don't update
break;
}
draw();
}
public void update(){
//your update code
}
public void draw(){
//your render code
}
答案 2 :(得分:1)
我没有代表回复评论,但项目的闪烁是我之前遇到过的。
当它暂停时,您不再清除屏幕并重新绘制渲染中的精灵?如果我没有弄错,如果你在每个渲染中重新绘制并重绘srpites我认为它会停止
答案 3 :(得分:-1)
我尝试过使用这种方法: 我将GAME_PAUSED设为布尔值,如果确实没有更新您的屏幕或相机。否则更新相机。
boolean GAME_PAUSED = false;
if (GAME_PAUSED) {
//Do not update camera
batch.begin();
resumeButton.draw(batch);
batch.end();
} else {
//Update Camera
Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
world.step(1/60f, 8, 3);
camera.update();
debugRenderer.render(world, camera.combined);
//Do your game running
}
答案 4 :(得分:-1)
更简单,请看这里:https://github.com/libgdx/libgdx/wiki/Continuous-&-non-continuous-rendering
在ApplicationListener的create方法中,只需输入
即可Gdx.graphics.setContinuousRendering(false);
Gdx.graphics.requestRendering();
设置布尔值
public boolean paused = false;
然后举例说明按钮监听器按下按钮暂停/继续
buttonPause.addListener(new ChangeListener() {
public void changed (ChangeEvent event, Actor actor) {
// set paused true or false here
}
});
然后在渲染方法结束时,只需添加:
if (!paused) {
Gdx.graphics.requestRendering();
}
现在暂停/恢复渲染方法。