我使用libgdx有一个从左到右以 x 方向移动的玩家。现在我希望相机跟随它(例如Flappy Bird)。
当玩家到达屏幕的右边界并且相机不跟随他时,玩家会离开屏幕。
我尝试了以下选项,但没有一个可以使用:
camera.position.set(player.getX(), camera.position.y, 0);
camera.position.set(player.getX(), 0, 0);
Vector3 vector3= camera.unproject(new Vector3(player.getX(), 0f, 0f));
player.setX(vector3.x);
我知道这个问题已经在SO上存在,但在这种情况下没有一个答案可行。也许我想念一些我不知道的重要事情。
代码:
Game.java类
public class Game extends com.badlogic.gdx.Game implements ApplicationListener {
public static Vector2 VIEWPORT = new Vector2(320, 480);
public static int WIDTH;
public static int HEIGHT;
@Override
public void create() {
WIDTH = Gdx.graphics.getWidth();
HEIGHT = Gdx.graphics.getHeight();
// VIEWPORT = new Vector2(WIDTH/2, HEIGHT/2);
VIEWPORT = new Vector2(WIDTH, HEIGHT);
setScreen(new GameScreen(this));
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
super.resize(width, height);
}
@Override
public void resume() {
}
@Override
public void pause() {
}
}
GameScreen.java类
import android.util.Log;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Preferences;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.viewport.FitViewport;
import java.util.Collections;
public class GameScreen implements Screen {
private OrthographicCamera camera;
private Player player;
private PlayerInputHandler inputHandler1, inputHandler2;
private Sound sound;
FitViewport viewp;
public static int WIDTH;
public static int HEIGHT;
int width_spacing = 0;
int height_spacing = 0;
Stage stage;
Skin skin;
public GameScreen(Game game) {
stage = new Stage(new FitViewport(Game.WIDTH, Game.HEIGHT));
camera = (OrthographicCamera) stage.getCamera();
Gdx.input.setInputProcessor(stage);
}
@Override
public void show() {
resetGame();
}
public void resetGame() {
WIDTH = Gdx.graphics.getWidth();
HEIGHT = Gdx.graphics.getHeight();
width_spacing = Game.WIDTH / 24;
height_spacing = Game.HEIGHT / 14;
stage.clear();
skin = new Skin(Gdx.files.internal("data2/uiskin.json"));
prepareInputHandlers();
prepare_stage();
}
public void addPlayer() {
Texture texture = new Texture("player.png");
player = new Player(texture);
player.setPosition(Game.WIDTH / 2, Game.HEIGHT * 2 / 3);
stage.addActor(player);
}
@Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (delta > 1 / 60f) {
player.setX(player.getX() + (4 * delta));
camera.position.set(player.getX(), camera.position.y, 0);
}
update();
stage.act(delta);
stage.draw();
}
private void update() {
camera.update();
}
private void prepareInputHandlers() {
inputHandler2 = new PlayerInputHandler(player, Input.Keys.LEFT, Input.Keys.RIGHT, Input.Keys.UP, Input.Keys.DOWN);
}
@Override
public void dispose() {
sound.dispose();
player.getTexture().dispose();
}
public void prepare_stage() {
addPlayer();
player.setWidth(64);
player.setHeight(64);
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void hide() {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
}
Player.java类
import com.badlogic.gdx.graphics.Texture;
public class Player extends com.badlogic.gdx.scenes.scene2d.ui.Image{
private Texture texture;
public Player(Texture texture) {
super(texture);
}
public Texture getTexture() {
return texture;
}
@Override
public void act(float delta) {
super.act(delta);
}
}
答案 0 :(得分:0)
尝试使用舞台相机而不是创建自己的相机。像这样更改你的GameScreen构造函数:
public GameScreen(Game game)
{
stage = new Stage(new FitViewport(Game.WIDTH, Game.HEIGHT));
camera = (OrthographicCamera) stage.getCamera();
Gdx.input.setInputProcessor(stage);
}
然后在渲染方法中设置相机位置就像
一样 camera.position.set(player.getX(), camera.position.y, 0);
之前 camera.update()调用
你的代码中也有一些奇怪的东西 - 为什么你有 camera.position.set()并在这种情况下设置播放器 x :
if (delta > 1 / 60f) //??
{
player.setX(player.getX() + (4 * delta));
camera.position.set(player.getX(), camera.position.y, 0);
}
我很确定你不需要这个 - 但即使你需要
camera.position.set(player.getX(), camera.position.y, 0);
应该超出if语句,因为现在发生的事情是,即使你正在改变你的玩家位置(通过 PlayerInputHandler 对象使用键盘),你也不会更新相机位置。尝试删除if语句或至少执行类似
的操作 public void render(float delta)
{
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (delta > 1 / 60f)
{
player.setX(player.getX() + (100 * delta));
}
camera.position.set(player.getX(), camera.position.y, 0);
update();
stage.act(delta);
stage.draw();
}
最后一件事是,如果你的舞台是空的(不包括玩家),当相机开始跟随玩家时 - 你会看到玩家根本没有移动:)添加更多的东西到舞台