我有这个libgdx侧滚动游戏,音乐文件(mp3)继续播放,而不是被处理和播放一次。听起来好像多个音乐文件同时播放,游戏变慢崩溃。
游戏从MenuState(菜单)>> PlayState(实际游戏区域)>> GameOverState(游戏类)>> PlayState>> GameOverState等等......
播放状态中的音乐一直播放而不会自行处理,游戏崩溃。
这是我的PlayState
package com.mygdx.game.States;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.TimeUtils;
import com.mygdx.game.GrumpyDemo;
import com.mygdx.game.Sprites.Bird;
import com.mygdx.game.Sprites.Tube;
/**
* Created by Kronos on 28-01-2017.
*/
public class PlayState extends State {
private static final int TUBE_SPACING = 75;
private static final int TUBE_COUNT = 4;
private Bird bird;
private Texture actualGamebg;
private Tube tube ;
private Texture ground;
private Vector2 groundPos1,groundPos2;
private static final int HIGHEST_GROUND_LIMIT = -30;
private Array<Tube> tubes;
private int k;
long startTime=0;
private Music mainMusic;
private Music scoreIncrease;
private Music wingFlap;
public BitmapFont font24;
public String SCORE;
public int l;
public PlayState(GameStateManager gsm) {
super(gsm);
bird = new Bird(0,300);
actualGamebg = new Texture("bg.png");
cam.setToOrtho(false, GrumpyDemo.WIDTH/2,GrumpyDemo.HEIGHT/2);
tubes =new Array<Tube>();
ground = new Texture("ground.png");
mainMusic = Gdx.audio.newMusic(Gdx.files.internal("mainmusic.mp3"));
scoreIncrease = Gdx.audio.newMusic(Gdx.files.internal("smw_coin.ogg"));
wingFlap = Gdx.audio.newMusic(Gdx.files.internal("sfx_wing.ogg"));
font24= new BitmapFont();
SCORE = new String();
fontGenerator();
groundPos1 = new Vector2(cam.position.x -cam.viewportWidth/2, HIGHEST_GROUND_LIMIT);
groundPos2 = new Vector2((cam.position.x - cam.viewportWidth/2) + ground.getWidth(),HIGHEST_GROUND_LIMIT);
startTime = TimeUtils.nanoTime();
for(int i=1 ; i<=TUBE_COUNT; i++){
tubes.add(new Tube(i* (TUBE_SPACING + Tube.TUBE_WIDTH)));
}
mainMusic.play();
mainMusic.setVolume(0.8f);
mainMusic.setLooping(true);
}
@Override
protected void handleInput() {
if (Gdx.input.justTouched())
bird.jump();
wingFlap.setLooping(false);
wingFlap.play();
wingFlap.setVolume(0.1f);
}
@Override
public void update(float dt) {
handleInput();
updateGround();
bird.update(dt);
if (TimeUtils.timeSinceNanos(startTime) > 1400000000)
{
Score();
startTime = TimeUtils.nanoTime();
}
SCORE = String.valueOf(k);
for(int i =0 ; i< tubes.size;i++)
{
Tube tube= tubes.get(i);
if (cam.position.x - (cam.viewportWidth/2) > tube.getPosTopTube().x + tube.getTopTube().getWidth())
{
tube.reposition(tube.getPosTopTube().x + ((Tube.TUBE_WIDTH + TUBE_SPACING) *TUBE_COUNT));
}
if(tube.collides(bird.getBounds()))
{
cam.position.x = bird.getPosition().x;
mainMusic.stop();
gsm.set(new GameOverState(gsm));
l=k;
}
else
cam.position.x = bird.getPosition().x +80;
}
if (bird.getPosition().y <= ground.getHeight()){
gsm.set(new GameOverState(gsm));
l = k;
}
cam.update();
}
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(actualGamebg, cam.position.x - (cam.viewportWidth/2), 0);
sb.draw(bird.getTexture(), bird.getPosition().x , bird.getPosition().y);
for(Tube tube: tubes) {
sb.draw(tube.getTopTube(), tube.getPosTopTube().x, tube.getPosTopTube().y);
sb.draw(tube.getBottomTube(), tube.getPosBottomTube().x, tube.getPosBottomTube().y);
}
sb.draw(ground,groundPos1.x,groundPos1.y);
sb.draw(ground,groundPos2.x,groundPos2.y);
font24.draw(sb,SCORE,cam.position.x -2,cam.position.y + 15);
sb.end();
}
/**
* spritebatches must be drawn in order .The one at the bottommost acts as the top layer.
*/
@Override
public void dispose() {
actualGamebg.dispose();
bird.dispose();
font24.dispose();
for(Tube tube: tubes)
{
tube.dispose();
}
ground.dispose();
System.out.println("Play State Disposed");
}
private void updateGround()
{
if (cam.position.x-(cam.viewportWidth/2) > groundPos1.x + ground.getWidth())
{
groundPos1.add(ground.getWidth()*2,0);
}
if (cam.position.x-(cam.viewportWidth/2) > groundPos2.x + ground.getWidth())
{
groundPos2.add(ground.getWidth()*2,0);
}
}
public void Score()
{
k++;
scoreIncrease.play();
scoreIncrease.setVolume(0.3f);
}
public int getL(){
return l;
}
public void fontGenerator(){
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("bitmapfont/PressStart2P.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter= new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size=12;
parameter.color= Color.GOLD;
parameter.borderColor= Color.GOLDENROD;
font24= generator.generateFont(parameter);
font24.setUseIntegerPositions(false);
}
}
然后转换为GameOverState,即:
package com.mygdx.game.States;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
import com.badlogic.gdx.math.Vector2;
import com.mygdx.game.GrumpyDemo;
import com.mygdx.game.States.PlayState;
/**
* Created by Kronos on 28-01-2017.
*/
public class GameOverState extends State {
private Texture gameOver;
private Texture gameOverBg;
private Texture playAgainBtn;
private Texture ground;
private Vector2 groundPos1;
private Music gameOverMusic;
private BitmapFont totalScore;
private String STRING;
public PlayState playState;
public Boolean AdStart = true;
public GameOverState(GameStateManager gsm) {
super(gsm);
cam.setToOrtho(false, GrumpyDemo.WIDTH/2,GrumpyDemo.HEIGHT/2);
gameOver = new Texture("gameover.png");
gameOverBg = new Texture ("bg.png");
playAgainBtn = new Texture("playbtn.png");
ground = new Texture("ground.png");
AdStart = new Boolean(true);
gameOverMusic = Gdx.audio.newMusic(Gdx.files.internal("gameoversfx.ogg"));
groundPos1 = new Vector2(cam.position.x -cam.viewportWidth/2, -30);
totalScore = new BitmapFont();
STRING = new String();
playState = new PlayState(gsm);
gameOverMusic.play();
gameOverMusic.setVolume(1.0f);
}
@Override
public void handleInput() {
if (Gdx.input.justTouched())
{
gsm.set(new PlayState(gsm));
gameOverMusic.stop();
AdStart = false;
}
}
@Override
public void update(float dt) {
handleInput();
STRING = "SCORE: " + playState.getL();
fontGenerator();
}
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(gameOverBg,0,0);
sb.draw(gameOver, cam.position.x-gameOver.getWidth()/2 , 5*(cam.position.y/3));
sb.draw(ground,groundPos1.x,groundPos1.y);
sb.draw(playAgainBtn,cam.position.x-playAgainBtn.getWidth()/2,2*(cam.position.y/3));
totalScore.draw(sb,STRING,cam.position.x - gameOver.getWidth()/4 ,5*(cam.position.y/4));
sb.end();
}
@Override
public void dispose() {
gameOver.dispose();
gameOverBg.dispose();
playAgainBtn.dispose();
ground.dispose();
totalScore.dispose();
playState.dispose();
System.out.println("Game Over State Disposed");
}
public void fontGenerator(){
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("bitmapfont/PressStart2P.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter= new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size=12;
parameter.color= Color.GOLD;
parameter.borderColor= Color.GOLDENROD;
totalScore= generator.generateFont(parameter);
totalScore.setUseIntegerPositions(false);
}
public Boolean getAdStart(){
return AdStart;
}
}
我还是新手,如果不恰当地提出问题,请原谅我。 任何帮助都非常感谢。
答案 0 :(得分:0)
当您转移到GameOverState时,您需要停止PlayState的音乐。
当我检查时,当鸟的位置小于地面高度时,忘记停止播放PlayState的音乐。
i
每次调用PlayState或/和GameOverState时都不需要创建音乐实例。立即制作并使用它直到你玩游戏。当你退出游戏时,像音乐一样处理你的资产。
在资产非常庞大的大型/重型游戏中,当我们从一个场景移动到另一个场景时,需要处理一些资产。