我正在研究wiki libgdx的正交相机示例:
https://github.com/libgdx/libgdx/wiki/Orthographic-camera#description
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.MathUtils;
public class OrthographicCameraExample implements ApplicationListener {
static final int WORLD_WIDTH = 100;
static final int WORLD_HEIGHT = 100;
private OrthographicCamera cam;
private SpriteBatch batch;
private Sprite mapSprite;
private float rotationSpeed;
@Override
public void create() {
rotationSpeed = 0.5f;
mapSprite = new Sprite(new Texture(Gdx.files.internal("sc_map.png")));
mapSprite.setPosition(0, 0);
mapSprite.setSize(WORLD_WIDTH, WORLD_HEIGHT);
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
// Constructs a new OrthographicCamera, using the given viewport width and height
// Height is multiplied by aspect ratio.
cam = new OrthographicCamera(30, 30 * (h / w));
cam.position.set(cam.viewportWidth / 2f, cam.viewportHeight / 2f, 0);
cam.update();
batch = new SpriteBatch();
}
@Override
public void render() {
handleInput();
cam.update();
batch.setProjectionMatrix(cam.combined);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
mapSprite.draw(batch);
batch.end();
}
private void handleInput() {
if (Gdx.input.isKeyPressed(Input.Keys.A)) {
cam.zoom += 0.02;
}
if (Gdx.input.isKeyPressed(Input.Keys.Q)) {
cam.zoom -= 0.02;
}
if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
cam.translate(-3, 0, 0);
}
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
cam.translate(3, 0, 0);
}
if (Gdx.input.isKeyPressed(Input.Keys.DOWN)) {
cam.translate(0, -3, 0);
}
if (Gdx.input.isKeyPressed(Input.Keys.UP)) {
cam.translate(0, 3, 0);
}
if (Gdx.input.isKeyPressed(Input.Keys.W)) {
cam.rotate(-rotationSpeed, 0, 0, 1);
}
if (Gdx.input.isKeyPressed(Input.Keys.E)) {
cam.rotate(rotationSpeed, 0, 0, 1);
}
cam.zoom = MathUtils.clamp(cam.zoom, 0.1f, 100/cam.viewportWidth);
float effectiveViewportWidth = cam.viewportWidth * cam.zoom;
float effectiveViewportHeight = cam.viewportHeight * cam.zoom;
cam.position.x = MathUtils.clamp(cam.position.x, effectiveViewportWidth / 2f, 100 - effectiveViewportWidth / 2f);
cam.position.y = MathUtils.clamp(cam.position.y, effectiveViewportHeight / 2f, 100 - effectiveViewportHeight / 2f);
}
@Override
public void resize(int width, int height) {
cam.viewportWidth = 30f;
cam.viewportHeight = 30f * height/width;
cam.update();
}
@Override
public void resume() {
}
@Override
public void dispose() {
mapSprite.getTexture().dispose();
batch.dispose();
}
@Override
public void pause() {
}
public static void main(String[] args) {
new LwjglApplication(new OrthographicCameraExample());
}
}
在相机旋转时,地图会随着相机在屏幕中点旋转。我想从某一点旋转相机。例如,点0,0。我试图使用方法rotateAround(Vector3 point,Vector3轴,float angle),我没有得到预期的结果。
cam.rotateAround(new Vector3(0,0,0), new Vector3(0,0,1), 1);
我知道可以将相机移动到0.0点然后旋转。但那不是我想要的。
在我正在做的游戏中,玩家位于中间屏幕底部的固定位置,我将屏幕转过来,但没有将玩家带到屏幕中间然后旋转。 / p>
我很感激帮助。
答案 0 :(得分:2)
你需要在cam.rotateround后更新相机:) 这个对我有用。
cam.rotateAround(new Vector3(270, 0, 0), new Vector3(0, 0, 1), 0.1f);
cam.update();
以下是我测试的屏幕截图。你可以看到屏幕围绕红点旋转。 (透视相机也在其自身坐标的同一点旋转。)
我还建议您使用
cam.setToOrtho(false, cam.viewportWidth, cam.viewportHeight);
而不是
cam.position.set(cam.viewportWidth / 2f, cam.viewportHeight / 2f, 0);