以下代码给出了非常奇怪的y坐标。
10-18 00:13:36.834 30543-30567/com.xxxx.yyyy.android I/x﹕ 137.4782
10-18 00:13:36.834 30543-30567/com.xxxx.yyyy.android I/y﹕ -1984.2426
10-18 00:13:36.835 30543-30567/com.xxxx.yyyy.android I/ux﹕ 91.65213
10-18 00:13:36.835 30543-30567/com.xxxx.yyyy.android I/uy﹕ -1984.2426
我想我在运行时设置错误而不是做错了? camera.unproject调用应该处理从屏幕坐标到游戏坐标的所有重映射,不应该吗?或者我必须在取消投影之前进行缩放和反转?
package com.xxxx.yyyy;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
public class LetterActor extends Actor
{
private Texture texture;
private Vector3 touchPosition = new Vector3();
private Camera camera;
private boolean unproject = true;
public LetterActor(Texture letterTexture, Camera theCamera)
{
texture = letterTexture;
camera = theCamera;
touchPosition.set(240, 800, 0);
camera.unproject(touchPosition);
setPosition(touchPosition.x, touchPosition.y);
setSize(texture.getWidth(), texture.getHeight());
addListener(new InputListener()
{
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button)
{
touchPosition.set(x, y, 0);
if (unproject)
{
camera.unproject(touchPosition);
}
setPosition(touchPosition.x, touchPosition.y);
logPositions(x, y, touchPosition.x, touchPosition.y);
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button)
{
touchPosition.set(x, y, 0);
if (unproject)
{
camera.unproject(touchPosition);
}
setPosition(touchPosition.x, touchPosition.y);
logPositions(x, y, touchPosition.x, touchPosition.y);
}
@Override
public void touchDragged(InputEvent event, float x, float y, int pointer)
{
touchPosition.set(x, y, 0);
if (unproject)
{
camera.unproject(touchPosition);
}
setPosition(touchPosition.x, touchPosition.y);
logPositions(x, y, touchPosition.x, touchPosition.y);
}
});
}
private void screenTo()
{
}
private void logPositions(float x, float y,float ux, float uy)
{
Gdx.app.log("x", Float.toString(x));
Gdx.app.log("y", Float.toString(y));
Gdx.app.log("ux", Float.toString(ux));
Gdx.app.log("uy", Float.toString(y));
}
@Override
public void draw(Batch batch, float alpha)
{
batch.draw(texture, getX(), getY(), getWidth(), getHeight());
}
@Override
public void act(float delta) {}
}
package com.xxxx.yyyy;
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.utils.viewport.ExtendViewport;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.Touchable;
import com.badlogic.gdx.utils.viewport.FitViewport;
public class WordPuzzle extends ApplicationAdapter
{
private final static float VIRTUAL_WIDTH = 480;
private final static float VIRTUAL_HEIGHT = 800;
private OrthographicCamera camera;
private FitViewport viewport;
private Stage stage;
@Override
public void create()
{
camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
camera.setToOrtho(false, VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, camera);
stage = new Stage();
stage.setViewport(viewport);
Gdx.input.setInputProcessor(stage);
Texture[] textures = LetterLoader.loadLetters();
for (int i = 0; i < textures.length; i++)
{
LetterActor letterActor = new LetterActor(textures[i], camera);
letterActor.setTouchable(Touchable.enabled);
stage.addActor(letterActor);
}
}
@Override
public void render()
{
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
@Override public void resize(int width, int height)
{
stage.getViewport().update(width, height, true);
}
@Override public void dispose()
{
stage.dispose();
}
}
package com.xxxx.yyyy;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
public class LetterLoader {
public static Texture[] loadLetters()
{
Texture[] letters = new Texture[26];
for (int i = 0; i < 26; i++)
{
char letter = (char) (i + 65);
letters[i] = new Texture(Gdx.files.internal("bigletters/" + letter + ".png"));
}
return letters;
}
}
答案 0 :(得分:1)
首先,从输入侦听器获得的触摸位置(x,y)已经是正确的坐标。
关于你的输出,你实际打印了两次,但是第二次打电话给你:
Gdx.app.log("uy", Float.toString(y));
如果touchPosition.set(240, 800, 0);
在屏幕坐标中,则需要取消投影,但
camera.unproject(touchPosition);
假设您的相机填满整个屏幕,因此它会在内部调用:
unproject(screenCoords, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
由于您使用虚拟大小,这是错误的。最简单的解决方案是使用您正在使用的视口中的unproject方法:
viewport.unproject(touchPosition);
这将自动调用带有正确参数的相机unproject方法。
答案 1 :(得分:0)
由于您使用的是Stage和InputListener,因此您在touchDown
中获得的坐标和相关方法已经在世界坐标中,因此取消它们是没有意义的。您可以直接使用x和y。
另外(尽管这与InputListener无关),camera.unproject
假定一个填充屏幕的视口,这与您正在使用的FitViewport不同。如果您使用的是Viewport课程,则需要使用viewport.unproject
代替camera.unproject
,因此需要考虑黑条。
但是你只需要担心与舞台无关的东西的未投射。