我试过
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation());
但是这不起作用,它唯一的方法就是这个
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY());
下面是代码。
//这是资产类
texture = new Texture(Gdx.files.internal("SpriteN1.png"));
texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
bullet1 = new Sprite(texture, 380, 350, 45, 20);
bullet1.flip(false, true);
bullet2 = new Sprite(texture, 425, 350, 45, 20);
bullet2.flip(false, true);
Sprite[] bullets = { bullet1, bullet2 };
bulletAnimation = new Animation(0.06f, bullets);
bulletAnimation.setPlayMode(Animation.PlayMode.LOOP);
//这是GameRender类
public class GameRender() {
private Bullet bullet;
private Ball ball;
public GameRenderer(GameWorld world) {
myWorld = world;
cam = new OrthographicCamera();
cam.setToOrtho(true, 480, 320);
batcher = new SpriteBatch();
// Attach batcher to camera
batcher.setProjectionMatrix(cam.combined);
shapeRenderer = new ShapeRenderer();
shapeRenderer.setProjectionMatrix(cam.combined);
// Call helper methods to initialize instance variables
initGameObjects();
initAssets();
}
private void initGameObjects() {
ball = GameWorld.getBall();
bullet = myWorld.getBullet();
scroller = myWorld.getScroller();
}
private void initAssets() {
ballAnimation = AssetLoader.ballAnimation;
bulletAnimation = AssetLoader.bulletAnimation;
}
public void render(float runTime) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
batcher.begin();
// Disable transparency
// This is good for performance when drawing images that do not require
// transparency.
batcher.disableBlending();
// The ball needs transparency, so we enable that again.
batcher.enableBlending();
batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY());
// End SpriteBatch
batcher.end();
}
}
//这是游戏世界类
public class GameWorld {
public static Ball ball;
private Bullet bullet;
private ScrollHandler scroller;
public GameWorld() {
ball = new Ball(480, 273, 32, 32);
bullet = new Bullet(10, 10);
scroller = new ScrollHandler(0);
}
public void update(float delta) {
ball.update(delta);
bullet.update(delta);
scroller.update(delta);
}
public static Ball getBall() {
return ball;
}
public ScrollHandler getScroller() {
return scroller;
}
public Bullet getBullet() {
return bullet;
}
}
无论如何都有,所以让精灵工作?
我正在添加子弹类以查看是否存在错误。
public class Bullet extends Sprite {
public static final float BULLET_HOMING = 6000;
public static final float BULLET_SPEED = 300;
private Vector2 velocity;
private float lifetime;
public Bullet(float x, float y) {
velocity = new Vector2(0, 0);
setPosition(x, y);
}
public void update(float delta) {
float targetX = GameWorld.getBall().getX();
float targetY = GameWorld.getBall().getY();
float dx = targetX - getX();
float dy = targetY - getY();
float distToTarget = (float) Math.sqrt(dx * dx + dy * dy);
dx /= distToTarget;
dy /= distToTarget;
dx *= BULLET_HOMING;
dy *= BULLET_HOMING;
velocity.x += dx * delta;
velocity.y += dy * delta;
float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y);
velocity.x /= vMag;
velocity.y /= vMag;
velocity.x *= BULLET_SPEED;
velocity.y *= BULLET_SPEED;
Vector2 v = velocity.cpy().scl(delta);
setPosition(getX() + v.x, getY() + v.y);
setOriginCenter();
setRotation(velocity.angle());
lifetime += delta;
setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime));
}
}
答案 0 :(得分:2)
你的关键帧保存在一个名为bullets的数组中,但是当你调用Animation构造函数时,你会传递一个名为'aim'的东西作为第二个参数。你应该尝试传递'子弹',如:
bulletAnimation = new Animation(0.06f,bullets);
你应该没有使用Sprite []的问题,因为我认为Sprite类扩展了TextureRegion。
------ OP修正了错字并仍然无效------
我认为问题在于batcher.draw()
调用的原点参数。 Sprite的位置相对于SpriteBatch的坐标系的原点,Sprite的原点是相对于该位置(即Sprite矩形的左下角)。为了得到Sprite中心的原点,我认为originX应该是width / 2而originY应该是height / 2。所以试试:
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime),bullet.getX(),bullet.getY(), bullet.getWidth()/2,bullet.getHeight()/2,bullet.getWidth(),bullet.getHeight(),1,1,bullet.getRotation());
因为如果你的getOriginX / Y方法相对于SpriteBatcher的坐标系统(屏幕坐标)返回原点,那么你的Sprites可能会旋转并缩放到一些荒谬的原点并最终被绘制出屏幕。 / p>
我希望我是对的,问题就解决了。
----- OP发布了更多代码,'bullet'类-----
当您在绘制方法中调用bullet.getWidth()
和bullet.getHeight()
时,这些将返回0.0f,因为您没有为它们指定值。请记住,您实际绘制的精灵是来自AssetLoader类的bullet1和bullet2。尝试使用:
setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight());
在你的子弹构造函数中。
我认为你的子弹类中也不需要使用setRegion()
,因为你实际绘制的精灵是bullet1和2。
答案 1 :(得分:0)
尝试将更新方法更改为此
Vector2 target = new Vector2(GameWorld.getBall().getX(), GameWorld.getBall().getY());
target.sub(getX(), getY());
target.nor().scl(BULLET_HOMING);
velocity.add(target.scl(delta));
velocity.nor().scl(BULLET_SPEED);
Vector2 v = velocity.cpy().scl(delta);
translate(v.x, v.y);
setOriginCenter();
setRotation(velocity.angle());
应该清理你的代码