渲染图像未显示Java Libgdx

时间:2014-07-16 15:23:31

标签: java libgdx rendering

我正在尝试渲染图像,但是当我将游戏作为桌面启动器运行时,无法看到图像,但我相信图像正在渲染,因为它与另一个精灵重叠以提供输出。

if (chicken.overlaps(farmer)){
                System.out.print("GameOver");
                gameOver();

我没有错误。

相机

OrthographicCamera camera;
camera = new OrthographicCamera();
camera.setToOrtho(false, 1920, 1080);
camera.update();
inputUpdate(touch, camera);
batch.setProjectionMatrix(camera.combined);

enter image description here

守则:

public void render(float delta) {


    camera.update();
    inputUpdate(touch, camera);
    batch.setProjectionMatrix(camera.combined);



    Iterator<Rectangle> iter = chickens.iterator();
    while(iter.hasNext()){      
        Rectangle chicken = iter.next();
        if(farmerX < (chicken.x - 85/2)) chicken.x -= 2.5;
        if(farmerX > (chicken.x - 85/2))chicken.x += 2.5;
        if (farmerY < (chicken.y - 66/2))chicken.y -= 2.5;
        if(farmerY > (chicken.y - 66/2))chicken.y += 2.5;

        float diffYchick;
        float diffXchick;
        float angleDegreeschick;

        diffYchick = (float) (farmerY - chicken.y);
        diffXchick = (float) (farmerX - chicken.x);

        angleDegreeschick = (float) Math.toDegrees(Math.atan2(diffYchick, diffXchick));


        game.batch.begin();
            game.batch.draw(chickenImage, (float)chicken.x, (float)chicken.y, (float)42.5, (float)33, (float)85, (float)66, (float)1, (float)1, (float)angleDegreeschick);

        game.batch.end();


        int stop;
        stop = 0;
        switch(stop){
        case 0:
            if (chicken.overlaps(farmer)){
            System.out.print("GameOver");
            gameOver();

            stop +=1;
                break;
            }
        }



    }

    float diffY;
    float diffX;
    diffY = (float) (touch.y - farmerY);
    diffX = (float) (touch.x - farmerX);

    float angleDegrees;

    angleDegrees = (float) Math.toDegrees(Math.atan2(diffY, diffX));

    if(TimeUtils.nanoTime() - lastSpawnTime > 1000000000) spawnChicken();       

    Gdx.gl.glClearColor(0, 1, 0.2f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    camera.update();
    inputUpdate(touch, camera);
    batch.setProjectionMatrix(camera.combined);





    FarmerAsset.stateTime += Gdx.graphics.getDeltaTime();
    FarmerAsset.currentFrame = FarmerAsset.walkAnimation.getKeyFrame(FarmerAsset.stateTime, true);

    game.batch.begin();
    game.batch.draw(FarmerAsset.currentFrame, farmerX, farmerY, (float)85, (float)85, (float)170, (float)170, (float)1, (float)1, (float)angleDegrees + 270);
    game.font.draw(game.batch, "Chickens Running: " + runningChickens, 0, 1080);
    game.batch.end();

    if(Gdx.input.isTouched()){
        touch.set(Gdx.input.getX(), Gdx.input.getY(), 0);
        camera.unproject(touch);


        if(farmerY <=  touch.y && touch.y<= farmerY + 170 && 
                farmerX  <=  touch.x && touch. x <= farmerX + 170){
        }else{
            if (touch.x - 85 > farmerX){
                farmerX +=5;
            }
            if (touch.x - 85 < farmerX){
                farmerX -=5;
            }
            if (touch.y - 85 > farmerY){
                farmerY +=5;
            }
            if (touch.y - 85 < farmerY){
                farmerY -=5;
            }
        }


    }

    if(Gdx.input.isKeyPressed(Keys.A)||Gdx.input.isKeyPressed(Keys.LEFT)){
        farmerX -= 10;
    }
    else if(Gdx.input.isKeyPressed(Keys.D)||Gdx.input.isKeyPressed(Keys.RIGHT)){
        farmerX += 10;  
    }
    else if(Gdx.input.isKeyPressed(Keys.W)||Gdx.input.isKeyPressed(Keys.UP)){
        farmerY += 10;
    }
    else if(Gdx.input.isKeyPressed(Keys.S)||Gdx.input.isKeyPressed(Keys.DOWN)){
        farmerY -= 10;  
    }

    if(farmerX < 0) farmerX = 0;
    if(farmerX > 1920-170) farmerX = 1920-170;
    if(farmerY < 0) farmerY = 0;
    if(farmerY > 1080-170) farmerY = 1080-170;
    farmer.x = farmerX;
    farmer.y = farmerY;



}

game.batch.draw(FarmerAsset.currentFrame, farmerX, farmerY, (float)85, (float)85, (float)170, (float)170, (float)1, (float)1, (float)angleDegrees + 270);

1 个答案:

答案 0 :(得分:1)

我在渲染方法中看到了许多问题:

  • 更新相机并多次触摸多次。 render方法中的前三行会再次向下重复。他们只应该被召唤一次。如果你没有移动你的相机,没有理由更新它,但通常如果你移动它,你会想要在处理任何可能导致它移动的触摸逻辑后移动并更新它。
  • 在画鸡之前不清除屏幕。在使用精灵批处理之前,您必须致电Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  • 不要将所有的鸡一起打包。如果您有多只鸡,您可以为每只鸡密集型鸡叫batch.beginbatch.end,并迅速成为游戏性能的瓶颈。您应该在while循环之前将batch.begin移至batch.end之前,并在while循环之后移至glClear
  • 混合更新游戏状态和绘图的顺序。在绘制这些对象之前,您应该处理所有触摸逻辑和更新对象位置。 (这不会导致您的问题,但它会导致用户输入出现一帧滞后。)

最有可能的情况是,在更新相机并致电public void render(float delta) { inputUpdate(touch, camera); if(TimeUtils.nanoTime() - lastSpawnTime > 1000000000) spawnChicken(); if(Gdx.input.isTouched()){ touch.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(touch); if(farmerY <= touch.y && touch.y<= farmerY + 170 && farmerX <= touch.x && touch. x <= farmerX + 170){ }else{ if (touch.x - 85 > farmerX){ farmerX +=5; } if (touch.x - 85 < farmerX){ farmerX -=5; } if (touch.y - 85 > farmerY){ farmerY +=5; } if (touch.y - 85 < farmerY){ farmerY -=5; } } } if(Gdx.input.isKeyPressed(Keys.A)||Gdx.input.isKeyPressed(Keys.LEFT)){ farmerX -= 10; } else if(Gdx.input.isKeyPressed(Keys.D)||Gdx.input.isKeyPressed(Keys.RIGHT)){ farmerX += 10; } else if(Gdx.input.isKeyPressed(Keys.W)||Gdx.input.isKeyPressed(Keys.UP)){ farmerY += 10; } else if(Gdx.input.isKeyPressed(Keys.S)||Gdx.input.isKeyPressed(Keys.DOWN)){ farmerY -= 10; } if(farmerX < 0) farmerX = 0; if(farmerX > 1920-170) farmerX = 1920-170; if(farmerY < 0) farmerY = 0; if(farmerY > 1080-170) farmerY = 1080-170; farmer.x = farmerX; farmer.y = farmerY; camera.update(); batch.setProjectionMatrix(camera.combined); Gdx.gl.glClearColor(0, 1, 0.2f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); Iterator<Rectangle> iter = chickens.iterator(); while(iter.hasNext()){ Rectangle chicken = iter.next(); if(farmerX < (chicken.x - 85/2)) chicken.x -= 2.5; if(farmerX > (chicken.x - 85/2))chicken.x += 2.5; if (farmerY < (chicken.y - 66/2))chicken.y -= 2.5; if(farmerY > (chicken.y - 66/2))chicken.y += 2.5; float diffYchick; float diffXchick; float angleDegreeschick; diffYchick = (float) (farmerY - chicken.y); diffXchick = (float) (farmerX - chicken.x); angleDegreeschick = (float) Math.toDegrees(Math.atan2(diffYchick, diffXchick)); game.batch.draw(chickenImage, (float)chicken.x, (float)chicken.y, (float)42.5, (float)33, (float)85, (float)66, (float)1, (float)1, (float)angleDegreeschick); int stop; stop = 0; switch(stop){ case 0: if (chicken.overlaps(farmer)){ System.out.print("GameOver"); gameOver(); stop +=1; break; } } } game.batch.end(); float diffY = (float) (touch.y - farmerY); float diffX = (float) (touch.x - farmerX); float angleDegrees = (float) Math.toDegrees(Math.atan2(diffY, diffX)); FarmerAsset.stateTime += Gdx.graphics.getDeltaTime(); FarmerAsset.currentFrame = FarmerAsset.walkAnimation.getKeyFrame(FarmerAsset.stateTime, true); game.batch.begin(); game.batch.draw(FarmerAsset.currentFrame, farmerX, farmerY, (float)85, (float)85, (float)170, (float)170, (float)1, (float)1, (float)angleDegrees + 270); game.font.draw(game.batch, "Chickens Running: " + runningChickens, 0, 1080); game.batch.end(); } 之前,鸡只因为使用精灵批量绘制而无法正确渲染。

这大致是我如何重新排序。但如果这是我的项目,我会做更多的事情来分离逻辑和渲染。例如,我会使用Sprite对象来代表鸡而不仅仅是矩形。然后我会在render方法的开头适当地移动所有的sprite,然后在所有sprite中再做一次循环,最后将它们提交给SpriteBatch。这将使您的代码更容易出错。

break

除此之外,你的switch语句有一个bug ... (float)应该在if语句之外调用。现在不是问题,但是稍后当您添加到switch语句时。我没有纠正上面的内容。

而且仅供参考,您不必在浮动号码前输入f。只需在它们后面输入{{1}}即可。