LibGDX onTouch()方法数组和翻转方法

时间:2014-06-08 18:50:52

标签: java android arrays libgdx ontouch

如何在我的应用程序中添加它。 我想使用来自InputProcessor实现的onTouch()方法来杀死屏幕上的敌人。 我怎么做? 我必须对敌人的班级做什么吗? 我也试图添加一个敌人阵列,它继续抛出异常或者子弹现在面临LEFT< ---在我使用子弹类中的翻转方法之后再次。

所有代码都在下面,所以任何人都可以随意看看谢谢。 请帮忙 谢谢

中号

//这是子弹类。

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;
private Rectangle bul;

public Bullet(float x, float y) {
 velocity = new Vector2(0, 0);
 setPosition(x, y);
AssetLoader.bullet1.flip(true, false);
AssetLoader.bullet2.flip(true, false);
setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight());
bul = new Rectangle();
}

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;

 bul.set(getX(), getY(), getOriginX(), getOriginY());

 Vector2 v = velocity.cpy().scl(delta);
 setPosition(getX() + v.x, getY() + v.y);
 setOriginCenter(); 
 setRotation(velocity.angle());
 }

public Rectangle getBounds() {
    return bul;
}
public Rectangle getBounds1() {
    return this.getBoundingRectangle();
}
}

//这是我从

加载所有图像的类
 public class AssetLoader {
 public static Texture texture;
 public static TextureRegion bg, ball1, ball2;
 public static Animation bulletAnimation, ballAnimation;
 public static Sprite bullet1, bullet2;

 public static void load() {

 texture = new Texture(Gdx.files.internal("SpriteN1.png"));
 texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);

 bg = new TextureRegion(texture, 80, 421, 395, 30);
 bg.flip(false, true);

 ball1 = new TextureRegion(texture, 0, 321, 32, 32);
 ball1.flip(false, true);

 ball2 = new TextureRegion(texture, 32, 321, 32, 32);
 ball2.flip(false, true);

 bullet1 = new Sprite(texture, 380, 350, 45, 20);
 bullet1.flip(false, true);

 bullet2 = new Sprite(texture, 425, 350, 45, 20);
 bullet2.flip(false, true);

 TextureRegion[] balls = { ball1, ball2 };
 ballAnimation = new Animation(0.16f, balls);
 ballAnimation.setPlayMode(Animation.PlayMode.LOOP);
 }

 Sprite[] bullets = { bullet1, bullet2 };
 bulletAnimation = new Animation(0.06f, aims);
 bulletAnimation.setPlayMode(Animation.PlayMode.LOOP);
 }

 public static void dispose() {
 texture.dispose();
 }

//这是用于渲染或绘制到屏幕/画布上。

 public class GameRenderer {
 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();

 batcher.disableBlending();


 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(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation());

 // End SpriteBatch
 batcher.end();
 }
 }

//这是在屏幕上加载图像等我猜

 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;
 }
 }

//这是输入处理程序类

public class InputHandler implements InputProcessor {

private Ball myBall;
private Bullet bullet;
private GameRenderer aims;

// Ask for a reference to the Soldier when InputHandler is created.
public InputHandler(Ball ball) {

    myBall = ball;

}

@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {

 return false;
}

@Override
public boolean keyDown(int keycode) {
    return false;
}

@Override
public boolean keyUp(int keycode) {
    return false;
}

@Override
public boolean keyTyped(char character) {
    return false;
}

@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
    return false;
}

@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
    return false;
}

@Override
public boolean mouseMoved(int screenX, int screenY) {
    return false;
}

@Override
public boolean scrolled(int amount) {
    return false;
}
}

我在GameRender类和gameworld类中渲染所有图形 如果您需要更多信息,请告诉我

我正在尝试使数组工作,但一直发现当一个数组被初始化时,子弹会重新回到原来并最终向后移动???? 如果我创建一个数组,我一直得到异常抛出??? 感谢您提供任何帮助。

1 个答案:

答案 0 :(得分:2)

向敌人类添加一个返回边界矩形的函数。

public Rectangle getBounds()
{
return new Rectangle(xPosition,yPosition,width,height);
}

现在在你的屏幕课程或你想要的地方,制作一系列敌人或者所谓的课程。

Array<Enemy> enemies =new Array<Enemy>();

添加你想要的敌人数量

enemies.add(new Enemy(.......));

在触地得分方法中,如果他们被触摸,请检查每一个。

    @Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
for(int i=0; i<enemies.size; i++)
     if(enemies.get(i).getBounds().contains(screenX,screenY))
         enemies.removeIndex(i--); // if we touch an enemy remove it, we use i-- because we want to go back one, so we won't get the out of range exception if the last element in the array is touched!

 return false;
}

编辑:

将此添加到您的子弹类。

public Rectangle getBounds()
{
return this.getBoundingRectangle();
}

在你的gamerenderer课程中,只需制作&#39;子弹&#39;

的数组
Array<Bullet> enemies=new Array<Bullet>(); // that's it!

要向您的阵列添加项目符号,请使用

enemies.add(new Bullet(x,y));

现在就在你的名单中!

要渲染每个项目符号,请在渲染方法中使用它

    for(int i=0; i<enemies.size; i++)
       enemies.get(i).draw(batch);

要更新它们,请使用

 for(int i=0; i<enemies.size; i++)
    enemies.get(i).update(delta);

现在复制上面的触地得分方法!

那就是它!