我希望在触摸jetActor时显示并发射子弹,它可以是无限的子弹。我认为它可以通过某种方式完成数组,但是我尝试的越多,我理解的就越少。当演员被触摸时也是如此子弹,速度更快。
这是代码,它现在所做的就是显示喷气机和子弹,当喷射机被触及时它会发射#34;子弹。
public class MyGdxGame implements ApplicationListener{
private Texture bulletTexture;
private Texture jetTexture;
private Stage stage;
private BulletActor[] bulletActor;
private JetActor jetActor;
float bulletX = 650, bulletY = 200;
float jetX = 700,jetY = 150;
boolean started;
public class JetActor extends Actor{
public JetActor() {
setBounds(jetX,jetY,jetTexture.getWidth(),jetTexture.getHeight());
this.addListener(new InputListener(){
public boolean touchDown(InputEvent event, float x, float y, int pointer, int buttons){
started = true;
bulletActor[2] = new BulletActor();
System.out.println("Touched");
return true;
}
});
}
@Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(jetTexture, jetX, jetY, jetTexture.getWidth(), jetTexture.getHeight());
}
}
public class BulletActor extends Actor{
@Override
public void act(float delta) {
if(started){
bulletX -=3;
}
}
@Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(bulletTexture,bulletX,bulletY,bulletTexture.getWidth(), bulletTexture.getHeight());
}
}
@Override
public void create() {
bulletTexture = new Texture("C:\\Users\\User\\Documents\\LibGdxMainProjects\\SampleGame1\\android\\assets\\bullet.png");
jetTexture = new Texture("C:\\Users\\User\\Documents\\LibGdxMainProjects\\SampleGame1\\android\\assets\\jet.png");
stage = new Stage();
jetActor = new JetActor();
bulletActor = new BulletActor[10];
stage.addActor(jetActor);
Gdx.input.setInputProcessor(stage);
bulletActor[1] = new BulletActor();
stage.addActor(bulletActor[1]);
}
@Override
public void dispose() {
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
@Override
public void resize ( int width, int height){
}
@Override
public void pause () {
}
@Override
public void resume () {
}
}
答案 0 :(得分:1)
这会增加无限的子弹。它的问题是从0到无限需要永远。所以最好没有无限的子弹......
List<BulletActor> bulletList = new ArrayList<BulletActor>();
for (int i = 0; i < unlimited; i++)
{
bulletList.add(new bullet();
}
如果要绘制这些项目符号,只需循环列表并更新每个项目符号。
for (Bullet bullet : bulletList)
{
bullet.act();
bullet.draw();
}
但由于这些子弹是演员,你可以将它们添加到舞台上,这样舞台就会为你处理act()
和draw()
。
//If you want to store them you still need a list or other datastructure to hold them.
List<BulletActor> bulletList = new ArrayList<BulletActor>();
for (int i = 0; i < unlimited; i++)
{
bulletList.add(new bullet();
stage.addActor(new BulletActor); // <-- Just adding them to the stage takes care of the act and draw methods.
}
但是你的代码有很多错误。在继续学习之前,你最好学习一些基本的Java。
bulletActor = new BulletActor[10];
不会为您创建10个项目符号。它会创建一个可能为您保留10个子弹的阵列。声明字段时,您可以将其视为一个与您为其创建的对象大小完全相同的框。
BulletActor myBullet // <-- Empty box (Null) where 1 BulletActor can be stored.
new BulletActor() // <-- A Bullet actor object
BulletActor myBullet = new BulletActor() // <-- Box with a BulletActor in it
BulletActor[] bulletArray = new BulletActor[10] // <-- 10 empty boxes
//Now store bullets in these boxes
for (int i = 0; i < bulletArray.length; i++)
{
bulletArray[i] = new BulletActor();
}
这只是您应该了解的基础知识的一小部分。目前你咬的方式多,你可以咀嚼,所以做一个真正的好帮助,并学习所有关于面向对象编程的基础知识。