我一直遇到一些麻烦,让玩家通过相机被摧毁。在我的应用程序中,我让相机跟随玩家(球)。但是相机只能向上跟随球。所以我想要实现的是,当玩家(球)到达界面的底部(屏幕)时,它就会被摧毁。在它被摧毁之后,如果出现一个新的活动(新屏幕),那就说“玩游戏结束”会很好。 非常感谢大力支持。 the interface of the application
包com.luca.tuninga;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
public class MyGdxGame extends ApplicationAdapter {
public static float APP_FPS = 60f;
public static int V_WIDTH = 480;
public static int V_HEIGHT = 640;
Box2DDebugRenderer b2dr;
World world;
Body ballBody;
OrthographicCamera camera;
float cameraMaxY;
@Override
public void create() {
world = new World(new Vector2(0, -9.8f), false);
b2dr = new Box2DDebugRenderer();
camera = new OrthographicCamera();
camera.setToOrtho(false, V_WIDTH, V_HEIGHT);
cameraMaxY = camera.position.y;
ballBody = createBall();
createWalls();
}
private void update() {
world.step(1f / APP_FPS, 6, 2);
if (Gdx.input.isTouched()) {
ballBody.setLinearVelocity(0, MathUtils.clamp(ballBody.getLinearVelocity().y, 0, 3));
ballBody.applyForceToCenter(new Vector2(0, 650f), false);
}
if (ballBody.getPosition().y * 32 > cameraMaxY) {
camera.translate(0, (ballBody.getPosition().y * 32) - cameraMaxY);
camera.update();
cameraMaxY = camera.position.y;
}
}
@Override
public void render() {
Gdx.gl.glClearColor(.25f, .25f, .25f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
update();
b2dr.render(world, camera.combined.cpy().scl(32f));
}
@Override
public void dispose() {
super.dispose();
world.dispose();
}
private Body createBall() {
Body body;
BodyDef def = new BodyDef();
def.type = BodyDef.BodyType.DynamicBody;
def.fixedRotation = true;
def.position.set(camera.position.x/ 32 + .5f, camera.position.y/ 32);
def.gravityScale = 3;
CircleShape shape = new CircleShape();
shape.setRadius(.5f);
body = world.createBody(def);
body.createFixture(shape, 1.0f);
return body;
}
private void createWalls() {
Body body;
BodyDef def = new BodyDef();
def.type = BodyDef.BodyType.StaticBody;
def.fixedRotation = true;
PolygonShape shape = new PolygonShape();
shape.setAsBox(1, 200 / 32);
for(int i = 0; i < 20 ; i++) {
def.position.set(1.01f, i * (200 / 32));
body = world.createBody(def);
body.createFixture(shape, 1.0f);
def.position.set(V_WIDTH / 32 - 1, i * (200 / 32));
body = world.createBody(def);
body.createFixture(shape, 1.0f);
}
}
}
答案 0 :(得分:0)
据我所知,相机只会向上追踪。因此,当球转换到向上位置时,相机将更新并跟进,相机不会再次下降。
所以你可以检查球何时在镜头外;特别是相机的底部。
你可以做这样的事情,把它放在update()
功能
if ((ballBody.getPosition().y + 0.5f) * 32 < ballBody.getPosition().y -
camera.getViewportHeight()/2) {
// destroy body
world.destroyBody(ballBody);
// TODO: switch to another screen (thus next frame update & draw loop of this screen won't be called anymore)
}
上面是检查球是否完全离开相机的视线(因此我做+ 0.5f
,这是你用来为这样的身体创建形状的半径)对照相机的视口高度。
然后切换到另一个屏幕。这意味着当前屏幕将不再更新或绘制其内容,因此无需检查标记。 但是如果你需要在下一帧再做一些其他事情,你最好有一个标志检查当前屏幕,知道游戏现在已经结束,因此你可以检查是否进行某些操作。