Libgdx GestureDetector pan方法在设备中更慢/更快

时间:2016-03-22 15:02:17

标签: java android libgdx drag pan

我在libgdx中有一个平铺地图,我在课堂上实现了GestureDetector pan方法。

我想要发生的是当用户使用平移方法时,屏幕被拖动到那个方向,有点像用户用他的手指移动平铺地图。

当我在桌面上测试代码时,拖动非常精细,地图以完美的速度和平滑度拖动。

但是当我在不同的Android设备上测试相同的代码时,拖动的速度要么太慢,要么太快。有时小手指移动会将地图移动到整个屏幕上。

如何让pan方法在所有设备上保持一致?我的代码:

public class SinglePlayerGame extends GestureDetector.GestureAdapter implements Screen{

private TiledMap map;
private OrthogonalTiledMapRenderer mapRenderer;
private OrthographicCamera camera;
private Viewport viewport;
private Main game;

public SinglePlayerGame(Main game){
    this.game = game;
    this.camera = new OrthographicCamera();
    this.viewport = new StretchViewport(Main.VIRTUAL_WIDTH, Main.VIRTUAL_HEIGHT, camera);
    this.map = new TmxMapLoader().load("map_1.tmx");
    this.mapRenderer = new OrthogonalTiledMapRenderer(map);
    this.camera.position.set(viewport.getWorldWidth() / 2, viewport.getWorldHeight() / 2, 0);

    Gdx.input.setInputProcessor(new GestureDetector(this));

    resize(Main.VIRTUAL_WIDTH, Main.VIRTUAL_HEIGHT);
}

public boolean pan(float x, float y, float deltaX, float deltaY){
    camera.translate(-deltaX, deltaY);
    camera.update();
    return false;
}

@Override
public void render(float delta){
    update();
    game.batch.setProjectionMatrix(camera.combined);
    game.batch.begin();
    game.batch.end();

    mapRenderer.render();
}

public void update(){
    camera.update();
    mapRenderer.setView(camera);
}

@Override
public void resize(int width, int height){
    viewport.update(width, height);
}

public void show(){}
public void pause(){}
public void resume(){}
public void hide(){}

@Override
public void dispose(){

}

1 个答案:

答案 0 :(得分:0)

GestureDetector单位为屏幕像素,因此您需要根据相机和视口的定义将它们缩放到世界单位:

public boolean pan(float x, float y, float deltaX, float deltaY){
    float scaleX = viewport.getWorldWidth() / (float)viewport.getScreenWidth();
    float scaleY = viewport.getWorldHeight() / (float)viewport.getScreenHeight();
    camera.translate((int)(-deltaX * scaleX), (int)(deltaY * scaleY));
    camera.update();
    return false;
}