我正在尝试制作一个多敌阵列,每30秒就有一个新的子弹来自一个随机点。如果点击子弹,它应该消失,并且应该出现像爆炸一样的爆炸声。如果子弹击中球,则球弹出。 因此子弹应该变为不同的精灵或纹理。与流行音乐相同。
但所有发生的事情都是子弹,如果触及弹出而没有其他事情发生。如果修改了,那么子弹会一直闪烁,因为更新太多了。
我在代码中添加了COMMENTS来解释有关问题的更多信息。
下面是代码。 如果需要更多代码,我将提供。
谢谢
public class GameRenderer {
private GameWorld myWorld;
private OrthographicCamera cam;
private ShapeRenderer shapeRenderer;
private SpriteBatch batcher;
// Game Objects
private Ball ball;
private ScrollHandler scroller;
private Background background;
private Bullet bullet1;
private BulletPop bPop;
private Array<Bullet> bullets;
// This is for the delay of the bullet coming one by one every 30 seconds.
/** The time of the last shot fired, we set it to the current time in nano when the object is first created */
double lastShot = TimeUtils.nanoTime();
/** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */
double shotFreq = TimeUtils.millisToNanos(30000);
// Game Assets
private TextureRegion bg, bPop;
private Animation bulletAnimation, ballAnimation;
private Animation ballPopAnimation;
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);
// This is suppose to produce 10 bullets at random places on the background.
bullets = new Array<Bullet>();
Bullet bullet = null;
float bulletX = 00.0f;
float bulletY = 00.0f;
for (int i = 0; i < 10; i++) {
bulletX = MathUtils.random(-10, 10);
bulletY = MathUtils.random(-10, 10);
bullet = new Bullet(bulletX, bulletY);
AssetLoader.bullet1.flip(true, false);
AssetLoader.bullet2.flip(true, false);
bullets.add(bullet);
}
// Call helper methods to initialize instance variables
initGameObjects();
initAssets();
}
private void initGameObjects() {
ball = GameWorld.getBall();
bullet1 = myWorld.getBullet1();
bPop = myWorld.getBulletPop();
scroller = myWorld.getScroller();
}
private void initAssets() {
bg = AssetLoader.bg;
ballAnimation = AssetLoader.ballAnimation;
bullet1Animation = AssetLoader.bullet1Animation;
ballPopAnimation = AssetLoader.ballPopAnimation;
}
// This is to take the bullet away when clicked or touched.
public void onClick() {
for (int i = 0; i < bullets.size; i++) {
if (bullets.get(i).getBounds().contains(0, 0))
bullets.removeIndex(i);
}
}
private void drawBackground() {
batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight());
}
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();
drawBackground();
batcher.enableBlending();
// when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place
if (bullet1.collides(ball)) {
// draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes.
batcher.draw(AssetLoader.bPop, 195, 273);
}
batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());
// this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation
// should play but does not???
if(TimeUtils.nanoTime() - lastShot > shotFreq){
// Create your stuff
for (int i = 0; i < bullets.size; i++) {
bullets.get(i);
batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation());
if (bullets.removeValue(bullet1, false)) {
batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight());
}
}
/* Very important to set the last shot to now, or it will mess up and go full auto */
lastShot = TimeUtils.nanoTime();
}
// End SpriteBatch
batcher.end();
}
}
谢谢
答案 0 :(得分:1)
嗯......你为什么要从if
里面添加新子弹来绘制图形?这样你所绘制的每30秒只会淹没一帧。在if
内,您应该只添加/删除对象并将它们全部绘制到外面。 if
内没有绘图!
答案 1 :(得分:1)
除了MilanG的回答
the bullets.get(i); line什么也没做。你想把返回的Bullet存储到一个变量中,你似乎创建了bullet1 var。
此外,在循环播放数组时,您确实不应该添加元素或从数组中删除元素。考虑使用第二个数组来添加/删除元素,并使用它来改变主数组或使用迭代器。
[编辑] 在这种特殊情况下,你也可以这样做,虽然它只适用于每次点击一个子弹
int index = -1;
for (int i = 0; i < bullets.size; i++) {
if (bullets.get(i).getBounds().contains(0, 0)) {
index = i;
break;
}
}
if(index > -1) bullets.removeIndex(index);
您的.contains()似乎也应该通过点击的位置而不是0,0?