我最近使用LWJGL和slick_util在Java中制作游戏我试图实现一个将悬停在玩家头上的健康栏。问题是,它没有正确定位。健康栏的左下角(OpenGL开始绘制的地方)总是出现在玩家矩形的右上角,当玩家在x或y或两者中移动时,健康栏会移动远离玩家的方向相同。我认为这可能是glTranslatef的一个问题,或者也许是我错过的傻事。
玩家的渲染方法:
protected void render() {
Draw.rect(x, y, 32, 32, tex); //Player texture drawn
Draw.rect(x, y + 33, 32, 15, 1, 0, 0); //Health bar drawn. x is the same as player's, but y is +33 because I want it to hover on top
}
画班:
package rpgmain;
import static org.lwjgl.opengl.GL11.*;
import org.newdawn.slick.opengl.*;
/**
*
* @author Samsung
*/
public class Draw {
public static void rect(float x, float y, float width, float height, Texture tex) {
glEnable(GL_TEXTURE_2D);
glTranslatef(x, y, 0);
glColor4f(1f, 1f, 1f, 1f);
tex.bind();
glBegin(GL_QUADS); //Specifies to the program where the drawing code begins. just to keep stuff neat. GL_QUADS specifies the type of shape you're going to be drawing.
{
//PNG format for images
glTexCoord2f(0,1); glVertex2f(0, 0); //Specify the vertices. 0, 0 is on BOTTOM LEFT CORNER OF SCREEN.
glTexCoord2f(0,0); glVertex2f(0, height); //2f specifies the number of args we're taking(2) and the type (float)
glTexCoord2f(1,0); glVertex2f(width, height);
glTexCoord2f(1,1); glVertex2f(width, 0);
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
public static void rect(float x, float y, float width, float height, float r, float g, float b) {
glDisable(GL_TEXTURE_2D);
glTranslatef(x, y, 0);
glColor3f(r, g, b);
glBegin(GL_QUADS); //Specifies to the program where the drawing code begins. just to keep stuff neat. GL_QUADS specifies the type of shape you're going to be drawing.
{
glVertex2f(0, 0); //Specify the vertices. 0, 0 is on BOTTOM LEFT CORNER OF SCREEN.
glVertex2f(0, height); //2f specifies the number of args we're taking(2) and the type (float)
glVertex2f(width, height);
glVertex2f(width, 0);
}
glEnd();
glEnable(GL_TEXTURE_2D);
}
}
答案 0 :(得分:0)
我认为你的问题与矩阵有关。当您调用glTranslatef时,您正在转换OpenGL ModelView矩阵。但是,由于OpenGL是基于状态的计算机,因此将保留此转换以用于进一步的绘图事件。第二个矩形将被翻译两次。你想要做的是使用OpenGL矩阵堆栈。我将在这里重写一种绘制方法:
public static void rect(float x, float y, float width, float height, Texture tex) {
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glTranslatef(x, y, 0);
glColor4f(1f, 1f, 1f, 1f);
tex.bind();
glBegin(GL_QUADS);
{
glTexCoord2f(0,1); glVertex2f(0, 0);
glTexCoord2f(0,0); glVertex2f(0, height);
glTexCoord2f(1,0); glVertex2f(width, height);
glTexCoord2f(1,1); glVertex2f(width, 0);
}
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
glPushMatrix()行将在堆栈顶部添加一个新矩阵。此时的所有转换都将应用于新添加的矩阵。然后,当你调用glPopMatrix()时,矩阵被丢弃,堆栈返回到它之前的状态。