所以我有一个extends ApplicationAdapter implements InputProcessor
的课程,当你在屏幕上拖动时会做以下事情。
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
float x = Gdx.input.getDeltaX();
float y = Gdx.input.getDeltaY();
if (Store.isGameState) {
Store.Entity.player.setxMove(x);
Store.Entity.player.setyMove(-y);
}
return true;
}
在我的播放器类中,我有一个更新方法,它执行以下操作:
@Override
public void update() {
x += xMove;
y += yMove;
Store.Camera.Camera.position.set(Store.Entity.player.getXPos() + Store.Entity.player.getWidth() / 2, Store.Entity.player.getYPos() + Store.Entity.player.getHeight() / 2, 0);
Store.Camera.Camera.update();
}
和一个渲染方法:
public void render(SpriteBatch SB) {
SB.begin();
Store.Entity.sprite.setPosition(Store.Entity.player.getXPos(), Store.Entity.player.getYPos());
Store.Entity.sprite.draw(SB);
SB.end();
}
哪个全功能,相机会像我的精灵一样四处移动。然而,我的精灵不会以与我的相机相同的速度移动,我不能为我的生活弄清楚为什么会这样。精灵的移动速度大约是相机移动速度的两倍,并且不是我理想的播放器中心。
编辑:
所以在我的GameState中我有以下内容:
package com.imjoshscott.dataria.states;
import com.imjoshscott.dataria.Game;
import com.imjoshscott.dataria.Store;
public class GameState extends State {
public GameState(Game game) {
super(game);
Store.isGameState = true;
Store.Entity.getPlayer(game, Store.Entity.getSprite());
Store.Graphics.getSpriteBatch();
Store.Graphics.getTiledMap();
Store.Graphics.getTiledMapRenderer();
Store.Camera.getCamera();
Store.Camera.getHudCamera();
Store.Camera.Camera.setToOrtho(false, Game.GAME_WIDTH, Game.GAME_HEIGHT);
Store.Camera.HudCamera.setToOrtho(false, Game.GAME_WIDTH, Game.GAME_HEIGHT);
Store.Camera.Camera.viewportHeight = Game.GAME_HEIGHT / 2.5f;
Store.Camera.Camera.viewportWidth = Game.GAME_WIDTH / 2.5f;
}
@Override
public void update() {
Store.Graphics.tiledMapRenderer.setView(Store.Camera.Camera);
Store.Entity.player.update();
}
@Override
public void render() {
Store.Graphics.tiledMapRenderer.render();
Store.Entity.player.render(Store.Graphics.SB);
}
}
Store类中的Camera内容:
public static class Camera {
public static OrthographicCamera Camera;
public static OrthographicCamera HudCamera;
public static OrthographicCamera getCamera() {
if(Camera == null)
Camera = new OrthographicCamera();
return Camera;
}
public static OrthographicCamera getHudCamera() {
if(HudCamera == null)
HudCamera = new OrthographicCamera();
return HudCamera;
}
}
编辑:显示更新&渲染方法
public void update() {
moveCreature();
Store.Entity.sprite.setPosition(Store.Entity.player.getXPos(), Store.Entity.player.getYPos());
Store.Camera.Camera.position.set(Store.Entity.player.getXPos(), Store.Entity.player.getYPos(), 0);
Store.Camera.Camera.update();
xMove = 0f;
yMove = 0f;
}
public void render(SpriteBatch SB) {
SB.begin();
Store.Entity.sprite.draw(SB);
SB.end();
}
答案 0 :(得分:2)
已更新我之前的回答是不正确的,在看到并检查项目时,我看到了render()
类的GameState
方法(在查看了几个地方但没有骰子之后)如果再次发现这个非常奇怪的问题,我会指示这个。)
public void render() {
Store.Graphics.tiledMapRenderer.render();
Store.Entity.player.render(Store.Graphics.SB);
}
我们需要添加的一件事来修复非常奇怪的问题是添加以下代码
Store.Graphics.SB.setProjectionMatrix(Store.Camera.Camera.combined);
所以我们有
public void render() {
Store.Graphics.SB.setProjectionMatrix(Store.Camera.Camera.combined);
Store.Graphics.tiledMapRenderer.render();
Store.Entity.player.render(Store.Graphics.SB);
}
这意味着我们需要将投影矩阵设置为当前活动SpriteBatch
以正确渲染内容。在渲染瓷砖之前设置它也是安全的,因为它使用与播放器相同的相机。