我试图在级别映射中实现它,只要有" g",就会将新的Ground
实例附加到ArrayList。当我使用.add()
方法时,似乎每次调用函数后数组列表都会重置。这是我的代码:
package com.mygdx.thetimetraveller;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import java.util.ArrayList;
import java.util.List;
public class Game implements Screen {
SpriteBatch batch = new SpriteBatch();
List<Ground> groundList = new ArrayList<Ground>();
String[] level = {
" ",
" ",
" ",
" ",
" ",
" ",
" g ",
"g ",
"ggggggggggggg ggg gg",
"g "
};
Game(SpriteBatch batch) {
this.batch = batch;
this.load();
}
@Override
public void load() {
for(int c = 0; c < level.length; c ++){
for(int r = 0; r < level[c].length(); r ++){
switch(level[c].charAt(r)) {
case 'g':
groundList.add(new Ground(r * 108, c * 108, this.batch));
break;
}
}
}
}
@Override
public void display() {
for(int i = 0; i < groundList.size(); i ++) {
groundList.get(i).Draw();
}
}
}
当我运行时,只显示一个地块,这是最后一个&#34; g&#34;在数组中(底行,第一个字符)。那么,我怎样才能让它成为一个新实例被推入arraylist?或者,我可以使用arraylist的替代品吗?总的来说,我希望能够循环遍历任何列表,并在.Draw()
方法的嵌套for循环中附加的每个实例上调用load()
方法。我知道有很多StackOverflow论坛的人会问如何在常规java中附加到arraylist,但是LibGDX的行为不同,所以我找不到任何帮助。提前谢谢!
该代码位于&#34; Game.java&#34;。这是代码的其余部分: &#34; Main.java&#34;:
package com.mygdx.thetimetraveller;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Main extends ApplicationAdapter {
SpriteBatch batch;
OrthographicCamera camera;
Screen gameState;
private int gameScene = 4;
@Override
public void create () {
batch = new SpriteBatch();
gameState = new Game(batch);
camera = new OrthographicCamera();
camera.setToOrtho(true, 1920, 1080);
Assets.imagesLoad();
}
@Override
public void dispose () {
batch.dispose();
}
@Override
public void render () {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
switch (gameScene) {
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
gameState = new Game(batch);
break;
}
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
gameState.display();
batch.end();
}
}
&#34; Ground.java&#34;:
package com.mygdx.thetimetraveller;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Ground extends GameBlock {
Ground(double x, double y, SpriteBatch batch) {
setX(x);
setY(y);
setBatch(batch);
}
@Override
public void Draw() {
batch.draw(Assets.simpleBlockTexture01_sprite, (float) x, (float) y);
}
}
&#34; GameBlock.java&#34;:
package com.mygdx.thetimetraveller;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public abstract class GameBlock {
protected static double x;
protected static double y;
protected static SpriteBatch batch = new SpriteBatch();
public void setX(double x) {
this.x = x;
}
public void setY(double y) {
this.y = y;
}
public double getX() {
return this.x;
}
public double getY() {
return this.y;
}
public void setBatch(SpriteBatch batch) {
this.batch = batch;
}
public abstract void Draw();
}
&#34; Screen.java&#34;:
package com.mygdx.thetimetraveller;
public interface Screen {
void load();
void display();
}
我还在为这种情况留下不必要的类,比如其他对象类和资产类。
答案 0 :(得分:0)
为什么要将这些理由添加到列表中?为什么你不使用你的阵列直接绘制你需要的东西?我也会选择一个多维数组。看看以下内容:
{{#location}}
<div class="loc-name">{{name}}</div>
<div>{{address}}</div>
<div>{{address2}}</div>
<div>{{town}}{{#if town}},{{/if}} {{county}} {{postal}}</div>
<div>{{hours1}}</div>
<div>{{hours2}}</div>
<div>{{hours3}}</div>
<div>{{phone}}</div>
<a href="email">{{email}}</a>
<div><a href="{{web}}" target="_blank">{{niceURL web}}</a></div>
{{/location}}
当您拥有较大的等级时,这尤其方便。你完全知道根据相机位置,分辨率和瓷砖大小来绘制什么。现在你只需要在整个列表中遍历数组的必要部分。