我的代码中存在一个问题,即来自另一个类的动画没有动画并且卡在一个帧中。然而,图像以正确的方式在屏幕上移动。我知道这个问题与动画的UPDATE方法有某种关系。我已经尝试了所有可能的解决方案,以找出导致错误的原因,我在网上找到的解决方案并不是很有帮助。任何帮助将不胜感激。
这是我的代码:
LevelOneScreen.java
public class LevelOneScreen implements Screen {
private final MyGame app;
WalkAnimate walkAnimate;
private Stage stage;
private Image levelOneImage;
private Image holdStartImage;
public Image walkRightImage;
public Image walkLeftImage;
public float deltaTime = Gdx.graphics.getDeltaTime();
public LevelOneScreen(final ThumbChase app){
this.app = app;
this.stage = new Stage(new StretchViewport(app.screenWidth,app.screenHeight , app.camera));
}
@Override
public void show() {
Gdx.input.setInputProcessor(stage);
walkAnimate = new WalkAnimate();
walkAnimate.update(deltaTime);
levelOneBackground();
holdStart();
ninjaWalk();
}
public void holdStart(){
Texture holdStartTexture = new Texture("HoldStart.png");
holdStartImage = new Image(holdStartTexture);
float holdStartImageW = holdStartImage.getWidth();
float holdStartImageH = holdStartImage.getHeight();
float holdStartImgWidth = app.screenWidth*0.8f;
float holdStartImgHeight = holdStartImgWidth *(holdStartImageH/holdStartImageW);
holdStartImage.isTouchable();
holdStartImage.setSize(holdStartImgWidth,holdStartImgHeight);
holdStartImage.setPosition(stage.getWidth()/2-holdStartImgWidth/2,stage.getHeight()/2-holdStartImgHeight/2);
stage.addActor(holdStartImage);
holdStartImage.addListener(new ActorGestureListener(){
/* public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};*/
public void fling(InputEvent event, float velocityX, float velocityY, int button) {
holdStartImage.setVisible(false);
}
public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
public void touchDrag (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
});
}
public void levelOneBackground(){
Texture levelOneTexture = new Texture("BGBlue Resize.png");
levelOneImage = new Image(levelOneTexture);
levelOneImage.setSize(app.screenWidth,app.screenHeight);
levelOneImage.setPosition(0,0);
stage.addActor(levelOneImage);
/*levelOneImage.addListener(new ActorGestureListener(){
public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
});*/
}
public void ninjaWalk(){
TextureRegion ninjaWalkRight = new TextureRegion(walkAnimate.getCurrentFrameRight());
TextureRegion ninjaWalkLeft = new TextureRegion(walkAnimate.getCurrentFrameLeft());
//Texture ninjaWalkRight = new Texture("badlogic.jpg");
//Texture ninjaWalkLeft = new Texture("badlogic.jpg");
walkRightImage = new Image(ninjaWalkRight);
walkLeftImage = new Image(ninjaWalkLeft);
float walkImageW = walkRightImage.getWidth();
float walkImageH = walkRightImage.getHeight();
float walkImageWidth = app.screenWidth*0.25f;
float walkImageHeight = walkImageWidth*(walkImageH/walkImageW);
walkRightImage.isTouchable();
walkLeftImage.isTouchable();
walkRightImage.setSize(walkImageWidth,walkImageHeight);
walkLeftImage.setSize(walkImageWidth,walkImageHeight);
walkRightImage.setPosition(stage.getWidth()/2-walkImageWidth/2,0);
walkLeftImage.setPosition(stage.getWidth()/2-walkImageWidth/2,0);
walkRightImage.addAction(moveBy(app.screenWidth*0.2f,0,1f));
stage.addActor(walkRightImage);
walkRightImage.addListener(new ActorGestureListener(){
public void pan(InputEvent event, float x, float y, float deltaX, float deltaY) {
holdStartImage.setVisible(true);
}
});
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//walkAnimate.update(deltaTime);
update(delta);
}
public void update(float deltaTime){
stage.act(deltaTime);
stage.draw();
app.batch.begin();
app.batch.end();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
stage.dispose();
}
}
WalkAnimate.java
public class WalkAnimate {
public MyGame app;
public Stage stage;
private Animation walkAnimationRight;
private Animation walkAnimationLeft;
private Texture walkSheetRight;
private Texture walkSheetLeft;
private TextureRegion[] walkFramesRight;
private TextureRegion[] walkFramesLeft;
private TextureRegion currentFrameRight;
private TextureRegion currentFrameLeft;
private float stateTime;
private Rectangle bound; //used for positioning and collision detection
private static final int FRAME_COLS_WALK = 3;
private static final int FRAME_ROWS_WALK= 2;
private float screenWidth = Gdx.graphics.getWidth();
private float screenHeight = Gdx.graphics.getHeight();
public float currentFrameWidth = (float)(screenHeight*0.15);
public float currentFrameHeight = (float)(screenHeight*0.15);
public float walkSheetWidth;
public float walkSheetHeight;
public WalkAnimate () {
walkSheetRight = new Texture("ninjaWalkRight.png");
walkSheetWidth = walkSheetRight.getWidth();
walkSheetHeight = walkSheetRight.getWidth();
TextureRegion[][] tmp = TextureRegion.split(walkSheetRight, (int) walkSheetRight.getWidth() / FRAME_COLS_WALK, (int) walkSheetRight.getHeight() / FRAME_ROWS_WALK);
walkFramesRight = new TextureRegion[FRAME_COLS_WALK * FRAME_ROWS_WALK];
int index = 0 ;
for (int i = 0; i < FRAME_ROWS_WALK; i++) {
for (int j = 0; j < FRAME_COLS_WALK; j++) {
walkFramesRight[index++] = tmp[i][j];
}
}
walkAnimationRight = new Animation(0.044f, walkFramesRight);
stateTime = 0f;
walkSheetLeft = new Texture("ninjaWalkLeft.png");
walkSheetWidth = walkSheetLeft.getWidth();
walkSheetHeight = walkSheetLeft.getWidth();
TextureRegion[][] tmp1 = TextureRegion.split(walkSheetLeft, (int) walkSheetRight.getWidth() / FRAME_COLS_WALK, (int)walkSheetLeft.getHeight() / FRAME_ROWS_WALK);
walkFramesLeft = new TextureRegion[FRAME_COLS_WALK * FRAME_ROWS_WALK];
int index1 = 0;
for (int i = 0; i < FRAME_ROWS_WALK; i++) {
for (int j = 0; j < FRAME_COLS_WALK; j++) {
walkFramesLeft[index1++] = tmp1 [i][j];
}
}
walkAnimationLeft = new Animation(0.044f, walkFramesLeft);
stateTime = 0f;
currentFrameRight = walkAnimationRight.getKeyFrame(stateTime, true);
currentFrameLeft = walkAnimationLeft.getKeyFrame(stateTime, true);
}
public Rectangle getBound(){
return bound;
}
public void update(float delta){
stateTime += delta;
}
public TextureRegion getCurrentFrameRight(){
return currentFrameRight;
}
public TextureRegion getCurrentFrameLeft(){
return currentFrameLeft;
}
}
答案 0 :(得分:0)
就像Eames之前的评论一样。只要看一下你的代码,我就可以说你应该从移动开始
walkAnimate.update(△);
到渲染部分。 show部分只运行一次(当类启动时)。你的walkAnimate.update(delta)应该不断运行,以便在时间变化时更改帧。否则它只会更新一次。
你也可以按照我的方式去做。
您要使用它的类。 16表示图像的数量。 1F意味着它在一秒钟内完成。
public void show() {
texture = new Texture("item/coin_animation.png");
animation = new Animation(new TextureRegion(texture), 16, 1f);
}
public void render(float delta) {
animation.update(delta);
}
动画类
public Array<TextureRegion> frames;
private float maxFrameTime;
private float currentFrameTime;
private int frameCount;
private int frame;
private static TextureRegion textureRegion;
public Animation(TextureRegion region, int frameCount, float cycleTime){
textureRegion = region;
frames = new Array<TextureRegion>();
int frameWidth = textureRegion.getRegionWidth() / frameCount;
for (int i = 0; i < frameCount; i++){
frames.add(new TextureRegion(textureRegion, i * frameWidth, 0, frameWidth, textureRegion.getRegionHeight()));
}
this.frameCount = frameCount;
maxFrameTime = cycleTime / frameCount;
frame = 0;
}
public void update(float delta){
currentFrameTime += delta;
if (currentFrameTime > maxFrameTime){
frame++;
currentFrameTime = 0;
}
if (frame >= frameCount)
frame = 0;
}
public TextureRegion getFrame(){
return frames.get(frame);
}
public void restart(){
frame = 0;
currentFrameTime = 0;
}
答案 1 :(得分:-1)
我将回答我的问题,我已尝试使用单独的舞台制作动画并且它有效。我还使用inputmultiplexor将两个阶段设置为输入处理器。我知道这不是最好的解决方案,我愿意接受更合适的解决方案。这是可以编辑的。