舞台相机不会移动

时间:2017-01-03 20:42:29

标签: java libgdx

在我的游戏中,我将对象表示为演员,因此所有游戏​​对象都将在舞台上。出于某种原因,当我试图移动舞台的相机时,它将无法工作,或实际上它似乎不起作用。我已将游戏Actor添加到0,0的位置。当我翻译相机的位置时,演员仍然停留在左下角,尽管我记录了相机的位置,但它显示相机已移动。

public class Striker extends Actor {

    private Sprite img;

    private World worldRef;
    private Body body;


    //constructor
    public Striker(float size, float x, float y, World world) {
        img = new Sprite(new Texture(Gdx.files.internal("Striker.png")));
        //mains the aspect size ratio
        img.setSize((275f / 300f) * size, size);
        img.setPosition(x, y);

        worldRef = world;

        //set up the physics
        BodyDef bodyDef = new BodyDef();
        bodyDef.type = BodyDef.BodyType.DynamicBody;
        bodyDef.position.set(x,y);
        body = world.createBody(bodyDef);

    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        img.draw(batch);
    }

    @Override
    public void act(float delta) {
        super.act(delta);
    }

    @Override
    public float getX() {
        return body.getPosition().x;
    }

    @Override
    public float getY() {
        return body.getPosition().y;
    }

    @Override
    public float getWidth() {
        return img.getWidth();
    }

    @Override
    public float getHeight() {
        return img.getHeight();
    }
}

2个日志的结果显示相机的位置已移动,但看起来不像。

public class StrikerScreen implements Screen {

    public static float WIDTH = 1920;
    public static float HEIGHT = 1080;
    public static float PPM = 200;

    private Launcher launcherRef;

    private OrthographicCamera camera;
    private FitViewport viewport;

    private World world;
    private Box2DDebugRenderer debugRenderer;

    private Striker striker;

    private Stage gameStage;

    //constructor
    public StrikerScreen(Launcher launcher) {
        launcherRef = launcher;

        world = new World(new Vector2(0, -9.8f), true);
        debugRenderer = new Box2DDebugRenderer();

        gameStage = new Stage();
        camera = (OrthographicCamera) gameStage.getCamera();
        viewport = new FitViewport(WIDTH / PPM, HEIGHT / PPM, gameStage.getCamera());
        viewport.apply();

        gameStage.setViewport(viewport);
        striker = new Striker(160f / PPM, 0, 0, world);
        gameStage.addActor(striker);

        gameStage.getCamera().translate(viewport.getWorldWidth() / 2f, 500f, 0);
        viewport.apply();
        camera.update();

        Gdx.app.log("StrikerScreen.java", "Camera position: " + gameStage.getCamera().position.toString());
        Gdx.app.log("StrikerScreen.java", "Camera size: " + gameStage.getCamera().viewportWidth + ", " + gameStage.getCamera().viewportHeight);

    }

    @Override
    public void show() {

    }

    public void update(float delta) {
        world.step(1 / 30f, 6, 2);
        gameStage.act(delta);
    }

    @Override
    public void render(float delta) {
        update(delta);
        debugRenderer.render(world, camera.combined);
        gameStage.draw();

    }

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

    @Override
    public void pause() {

    }

    @Override
    public void resume() {

    }

    @Override
    public void hide() {

    }

    @Override
    public void dispose() {

    }
}

1 个答案:

答案 0 :(得分:0)

在您发布的代码中,您移动摄像机的唯一时间是在StrikerScreen构造函数中,您可以在其中明确地翻译它,并在resize方法中,您已调用viewport.update(width, height, true);传递{{1 to true告诉它将摄像机移动到视口角落左下角(0,0)的位置。当您将屏幕设置为此屏幕时,会自动调用viewport.update,这是您将相机设置为最近的位置。