我正在制作一个游戏,其中有不同的物体从屏幕的上半部分落到屏幕的下半部分。我有问题如何选择随机生成什么TextureRegion而不是更改已经生成的TextureRegions。当我运行游戏时,可以说电子区域首先产生,然后当下一个产生时,让我们说它是反质子区域,第一个电子区域变为我不想要的antiprotonRegion。
这是我的游戏课程:
public class GameScreenTest implements Screen {
...
@Override
public void render(float delta) {
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
game.batch.disableBlending();
game.batch.draw(background, 0, 0);
game.batch.enableBlending();
for(Particles particle: particles) {
particlesControl.draw(particle.x, particle.y);
}
game.batch.end();
if(TimeUtils.millis() - lastDropTime > 500) {
particlesControl.spawn();
particlesControl.update();
}
Iterator<Particles> iter = particles.iterator();
while(iter.hasNext()) {
Particles particle = iter.next();
particle.y -= 200 * Gdx.graphics.getDeltaTime();
if(particle.y + particle.height < 0) {
iter.remove();
}
}
}
...
private class Particles {
private int width;
private int height;
private int x;
private int y;
private Particles() {
}
private void spawn() {
Particles particle = new Particles();
particle.x = MathUtils.random(0, 480 - width);
particle.y = 800;
particle.width = width;
particle.height = height;
particles.add(particle);
lastDropTime = TimeUtils.millis();
}
private void update() {
choice = MathUtils.random(1, 4);
switch(choice) {
case 1:
chosen = new TextureRegion(protonRegion);
width = 75;
height = 75;
break;
case 2:
chosen = new TextureRegion(electronRegion);
width = 75 / 2;
height = 75 / 2;
break;
case 3:
chosen = new TextureRegion(antiprotonRegion);
width = 75;
height = 75;
break;
case 4:
chosen = new TextureRegion(antielectronRegion);
width = 75 / 2;
height = 75 / 2;
break;
}
}
private void draw(int x, int y) {
game.batch.draw(chosen, x, y, width, height);
}
}
我想知道为什么每次随机选择时所有衍生对象都会改变,当然,如何解决这个问题。谢谢。
答案 0 :(得分:2)
托盘:
public class GameScreenTest implements Screen {
final AntimatterBlast game;
private Texture gameObjects;
private TextureRegion electronRegion;
private TextureRegion antielectronRegion;
private TextureRegion protonRegion;
private TextureRegion antiprotonRegion;
//===========================================//
//remove private TextureRegion chosen;
//===========================================//
private TextureRegion background;
private Music gameMusic;
private OrthographicCamera camera;
private Array<Particles> particles;
private Particles particlesControl;
private long lastDropTime;
private int choice;
public GameScreenTest(final AntimatterBlast game) {
this.game = game;
gameObjects = new Texture(Gdx.files.internal("GameObjects.png"));
electronRegion = new TextureRegion(gameObjects, 105, 103, 50, 50);
antielectronRegion = new TextureRegion(gameObjects, 105, 155, 46, 46);
protonRegion = new TextureRegion(gameObjects, 6, 6, 100, 100);
antiprotonRegion = new TextureRegion(gameObjects, 6, 108, 90, 90);
background = new TextureRegion(gameObjects, 0, 204, 480, 800);
gameMusic = Gdx.audio.newMusic(Gdx.files.internal("DST-ElektroHauz.mp3"));
gameMusic.setLooping(true);
camera = new OrthographicCamera();
camera.setToOrtho(false, 480, 800);
particles = new Array<Particles>();
particlesControl = new Particles();
//===========================================//
//choice = MathUtils.random(1, 4); //remove
//chosen = new TextureRegion(protonRegion); //remove
//===========================================//
}
@Override
public void render(float delta) {
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
game.batch.disableBlending();
game.batch.draw(background, 0, 0);
game.batch.enableBlending();
for(Particles particle: particles) {
//===========================================//
particlesControl.draw(particle.chosen, particle.x, particle.y);
//change
//particlesControl.draw(particle.x, particle.y);
//===========================================//
}
game.batch.end();
if(TimeUtils.millis() - lastDropTime > 500) {
//===========================================//
particlesControl.spawn();
//===========================================//
//===========================================//
//remove particlesControl.update();
//===========================================//
}
Iterator<Particles> iter = particles.iterator();
while(iter.hasNext()) {
Particles particle = iter.next();
particle.y -= 200 * Gdx.graphics.getDeltaTime();
if(particle.y + particle.height < 0) {
iter.remove();
}
}
}
@Override
public void resize(int width, int height) {
}
@Override
public void show() {
gameMusic.play();
particlesControl.spawn();
}
@Override
public void hide() {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
gameObjects.dispose();
gameMusic.dispose();
}
private class Particles {
//===========================================//
private TextureRegion chosen; //add variable
//===========================================//
private int width;
private int height;
private int x;
private int y;
private Particles() {
}
private void spawn() {
Particles particle = new Particles();
particle.x = MathUtils.random(0, 480 - width);
particle.y = 800;
particle.width = width;
particle.height = height;
//===========================================//
particle.selectTexture();
//===========================================//
lastDropTime = TimeUtils.millis();
//===========================================//
selectTexture(); //add call
//===========================================//
particles.add(particle);
}
//===========================================//
private void selectTexture() { //change name, but is not nesesari
//===========================================//
choice = MathUtils.random(1, 4);
switch(choice) {
case 1:
//===========================================//
//change
//chosen = new TextureRegion(antielectronRegion);
//if you are not going to change or modific TextureRegion
//independet other the textureRegion,
//I think you could use it well.It is just an idea
chosen = protonRegion;
//===========================================//
width = 75;
height = 75;
break;
case 2:
//===========================================//
//change
//chosen = new TextureRegion(antielectronRegion);
//if you are not going to change or modific TextureRegion
//independet other the textureRegion,
//I think you could use it well.It is just an idea
chosen = electronRegion;
//===========================================//
width = 75 / 2;
height = 75 / 2;
break;
case 3:
//===========================================//
//change
//chosen = new TextureRegion(antielectronRegion);
//if you are not going to change or modific TextureRegion
//independet other the textureRegion,
//I think you could use it well.It is just an idea
chosen = antiprotonRegion;
//===========================================//
width = 75;
height = 75;
break;
case 4:
//===========================================//
//change
//chosen = new TextureRegion(antielectronRegion);
//if you are not going to change or modific TextureRegion
//independet other the textureRegion,
//I think you could use it well.It is just an idea
chosen = antielectronRegion;
//===========================================//
width = 75 / 2;
height = 75 / 2;
break;
}
}
//===========================================//
private void draw(TextureRegion chosen, int x, int y) {
game.batch.draw(chosen, x, y, width, height);
//===========================================//
}
}
}
答案 1 :(得分:1)
就像我在之前的评论中所说的那样,纹理(选择)在GameScreenTest中,你在内部类中使用它,所以粒子类的每一个实例将共享相同的纹理。
不会导致错误,但它可能会帮助您整理代码并使其更具可读性,并且无论如何您没有义务让它们只是将它们作为建议:
命名惯例
命名类Particles使得它看起来像表示多于1个粒子,但实际上它代表单个粒子可能只将它命名为粒子。
分离游戏逻辑
使粒子类仅处理其自身的问题,并且不使用它来生成其他粒子并将其添加到外部类。
使用构造函数,因为它已经存在
为粒子提供它应该使用的纹理,也许是坐标。
绘制“死”粒子
你正在先画画,然后根据你的游戏提问,这可能会让你觉得很奇怪,因为你总是会画一个框架而不再存在。
对此不太确定
但是,您可以重复使用纹理区域,而不是为每个单个粒子创建相同纹理的新纹理区域