我需要做的是,当点数为"例如10"球的速度提高,当分数为"例如20"球的速度再次提高,等等。我不知道我是否在Ball类或GameScreen类中这样做,我不知道该怎么做。谢谢你的帮助!
public class Ball {
//THE SPEED OF THE BALL
private static final float SPEED=1100;
//THE POINTS IS
puntuacion =0;
//AND THE METHOD WHEN THE POINTS IS INCREAMENTING
private void updatePuntuacion(){
if(ball.getBordes().overlaps(Lpaddle.getBordes())) {
puntuacion = puntuacion + 1;
if(puntuacion > puntuacionMaxima)
puntuacionMaxima = puntuacion;
}
if(ball.getBordes().x <= 0)
sonidoex.play();
if(ball.getBordes().x <= 0)
puntuacion =0;
if(ball.getBordes().x <=0)
Gdx.input.vibrate(1000);
if(ball.getBordes().x <=0)
Screens.juego.setScreen(Screens.MAINSCREEN);
ball.comprobarPosicionBola();
}
}
编辑:
这是我的GameScreen课程。
public class GameScreen extends AbstractScreen {
private SpriteBatch batch;
private Texture texture;
private Paddle Lpaddle, Rpaddle;
private Ball ball;
private BitmapFont font;
private int puntuacion, puntuacionMaxima;
private Preferences preferencias;
private Music music;
private Sound sonidoex;
public GameScreen(Main main) {
super(main);
preferencias = Gdx.app.getPreferences("PuntuacionAppPoints");
puntuacionMaxima = preferencias.getInteger("puntuacionMaxima");
music =Gdx.audio.newMusic(Gdx.files.internal("bgmusic.mp3"));
music.play();
music.setVolume((float) 0.3);
music.setLooping(true);
sonidoex = Gdx.audio.newSound(Gdx.files.internal("explosion5.wav"));
}
public void show(){
batch = main.getBatch();
texture = new Texture(Gdx.files.internal("spacebg.png"));
Texture texturaBola = new Texture(Gdx.files.internal("bola.png"));
ball = new Ball(Gdx.graphics.getWidth() / 2 - texturaBola.getWidth() / 2, Gdx.graphics.getHeight() / 2 - texturaBola.getHeight() / 2);
Texture texturaPala= new Texture(Gdx.files.internal("pala.png"));
Lpaddle = new LeftPaddle(80, Gdx.graphics.getHeight()/2 -texturaPala.getHeight() /2);
Rpaddle = new RightPaddle(Gdx.graphics.getWidth() -100, Gdx.graphics.getHeight()/2 - texturaPala.getHeight() /2, ball);
font = new BitmapFont(Gdx.files.internal("pointsfont.tf.fnt"), Gdx.files.internal("pointsfont.tf.png"), false);
puntuacion = 0;
}
public void render(float delta){
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
updatePuntuacion();
Lpaddle.update();
Rpaddle.update();
ball.update(Lpaddle, Rpaddle);
batch.begin();
batch.draw(texture, 0, 0,texture.getWidth(), texture.getHeight());
ball.draw(batch);
Lpaddle.draw(batch);
Rpaddle.draw(batch);
font.draw(batch, "Points: " + Integer.toString(puntuacion), Gdx.graphics.getWidth() / 4 ,Gdx.graphics.getHeight() - 5);
font.draw(batch, "High score: " + Integer.toString(puntuacionMaxima),Gdx.graphics.getWidth() - Gdx.graphics.getWidth() / 4 ,Gdx.graphics.getHeight() - 5);
batch.end();
}
private void updatePuntuacion(){
if(ball.getBordes().overlaps(Lpaddle.getBordes())) {
puntuacion = puntuacion + 1;
if(puntuacion > puntuacionMaxima)
puntuacionMaxima = puntuacion;
}
if(ball.getBordes().x <= 0)
sonidoex.play();
if(ball.getBordes().x <= 0)
puntuacion =0;
if(ball.getBordes().x <=0)
Gdx.input.vibrate(1000);
if (puntuacion % 10 == 0){
SPEED = 200;
}
if(ball.getBordes().x <=0)
Screens.juego.setScreen(Screens.MAINSCREEN);
ball.comprobarPosicionBola();
}
public void hide(){
font.dispose();
texture.dispose();
}
@Override
public void dispose(){
preferencias.putInteger("puntuacionMaxima", puntuacionMaxima);
preferencias.flush();
}
public void resize(int width, int height){
float widthImage = texture.getWidth();
float heightImage = texture.getHeight();
float r = heightImage / widthImage;
if(heightImage > height) {
heightImage = height;
widthImage = heightImage / r;
}
if(widthImage > width) {
widthImage = width;
heightImage = widthImage * r;
}
}
}
答案 0 :(得分:1)
我需要50个评论才能发表评论,所以我会发布一个答案,尽量让它尽可能有用。
首先,我不太确定你的问题,但据我所知,你想在puntuacion
达到某个值(10,20等)时提高你的速度。
您要做的第一件事就是从final
变量中删除SPEED
,因为final
原语只能设置一次,因此拒绝您稍后更改它。
至于更新速度,如果您想以punctuacion
的特定值进行更新,那么只需执行
if(punctuacion == 10 || punctuacion == 17) { // etc
speed += x; // x being the value you want to increase the speed by
}
或者,如果您想以每10个增量更新速度,例如,您可以
if (punctuacion % 10 == 0){
speed += x;
}
请注意,对于第二个示例,当punctuacion
为0
时,if语句将返回true
,因此如果必须,请解决此问题。
至于在哪里放这个代码,它真的取决于你的类,你肯定没有发布足够的代码让我能够帮助你,但我最好的猜测是在你增加后把它放好punctuacion
,因为我假设您希望在punctuacion
更新后立即执行球速更新检查。
答案 1 :(得分:0)
这是我的GameScreen课程。
public class GameScreen extends AbstractScreen {
private SpriteBatch batch;
private Texture texture;
private Paddle Lpaddle, Rpaddle;
private Ball ball;
private BitmapFont font;
private int puntuacion, puntuacionMaxima;
private Preferences preferencias;
private Music music;
private Sound sonidoex;
public GameScreen(Main main) {
super(main);
preferencias = Gdx.app.getPreferences("PuntuacionAppPoints");
puntuacionMaxima = preferencias.getInteger("puntuacionMaxima");
music =Gdx.audio.newMusic(Gdx.files.internal("bgmusic.mp3"));
music.play();
music.setVolume((float) 0.3);
music.setLooping(true);
sonidoex = Gdx.audio.newSound(Gdx.files.internal("explosion5.wav"));
}
public void show(){
batch = main.getBatch();
texture = new Texture(Gdx.files.internal("spacebg.png"));
Texture texturaBola = new Texture(Gdx.files.internal("bola.png"));
ball = new Ball(Gdx.graphics.getWidth() / 2 - texturaBola.getWidth() / 2, Gdx.graphics.getHeight() / 2 - texturaBola.getHeight() / 2);
Texture texturaPala= new Texture(Gdx.files.internal("pala.png"));
Lpaddle = new LeftPaddle(80, Gdx.graphics.getHeight()/2 -texturaPala.getHeight() /2);
Rpaddle = new RightPaddle(Gdx.graphics.getWidth() -100, Gdx.graphics.getHeight()/2 - texturaPala.getHeight() /2, ball);
font = new BitmapFont(Gdx.files.internal("pointsfont.tf.fnt"), Gdx.files.internal("pointsfont.tf.png"), false);
puntuacion = 0;
}
public void render(float delta){
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
updatePuntuacion();
Lpaddle.update();
Rpaddle.update();
ball.update(Lpaddle, Rpaddle);
batch.begin();
batch.draw(texture, 0, 0,texture.getWidth(), texture.getHeight());
ball.draw(batch);
Lpaddle.draw(batch);
Rpaddle.draw(batch);
font.draw(batch, "Points: " + Integer.toString(puntuacion), Gdx.graphics.getWidth() / 4 ,Gdx.graphics.getHeight() - 5);
font.draw(batch, "High score: " + Integer.toString(puntuacionMaxima),Gdx.graphics.getWidth() - Gdx.graphics.getWidth() / 4 ,Gdx.graphics.getHeight() - 5);
batch.end();
}
private void updatePuntuacion(){
if(ball.getBordes().overlaps(Lpaddle.getBordes())) {
puntuacion = puntuacion + 1;
if(puntuacion > puntuacionMaxima)
puntuacionMaxima = puntuacion;
}
if(ball.getBordes().x <= 0)
sonidoex.play();
if(ball.getBordes().x <= 0)
puntuacion =0;
if(ball.getBordes().x <=0)
Gdx.input.vibrate(1000);
if (puntuacion % 10 == 0){
SPEED = 200;
}
if(ball.getBordes().x <=0)
Screens.juego.setScreen(Screens.MAINSCREEN);
ball.comprobarPosicionBola();
}
public void hide(){
font.dispose();
texture.dispose();
}
@Override
public void dispose(){
preferencias.putInteger("puntuacionMaxima", puntuacionMaxima);
preferencias.flush();
}
public void resize(int width, int height){
float widthImage = texture.getWidth();
float heightImage = texture.getHeight();
float r = heightImage / widthImage;
if(heightImage > height) {
heightImage = height;
widthImage = heightImage / r;
}
if(widthImage > width) {
widthImage = width;
heightImage = widthImage * r;
}
}
}