我正在构建Runner Game。 地面等级。
public class Ground extends Actor {
private Texture texture;
private ArrayList<Vector2> groundLocations;
private float speed;
private float cameraLeft, cameraRight;
private int textureWidth;
public Ground() {
this.cameraRight = Const.GAME_WIDTH + Const.GAME_MARGIN;
this.cameraLeft = 0 - Const.GAME_MARGIN;
texture = new Texture(Gdx.files.internal("ui/ground.png"));
groundLocations = new ArrayList<Vector2>();
init();
}
public void setSpeed(float speed) {
this.speed = speed;
}
private void init() {
textureWidth = texture.getWidth();
float currentPosition = cameraLeft;
while (currentPosition < cameraRight) {
Vector2 newLocation = new Vector2(currentPosition, 0);
groundLocations.add(newLocation);
currentPosition += textureWidth;
}
}
public int getFloorHeight() {
return texture.getHeight();
}
@Override
public void act(float delta) {
super.act(delta);
int size = groundLocations.size();
for (int i = 0; i < size; i++) {
Vector2 location = groundLocations.get(i);
location.x -= delta * speed;
if (location.x < cameraLeft) {
location.x = findMax().x + textureWidth;
}
}
}
private Vector2 findMax() {
return Collections.max(groundLocations, new Vector2Comparator());
}
@Override
public void draw(Batch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
for (Vector2 location : groundLocations) {
batch.draw(texture, location.x, location.y);
}
}
public void dispose() {
if (texture != null)
texture.dispose();
}
}
地面纹理为128x128
GAME_WIDTH = 1024f
GAME_MARGIN = 250f
速度=变化。
当地面根据速度和FPS移动时。 (速度*三角洲) 问题是:地面纹理之间总是存在差距。经过一定的运动 函数findMax找到具有最大X的纹理 任何帮助都会得到赞赏。
答案 0 :(得分:0)
WOW Simply Solution无法相信我没有看到它。
for (int i = 0; i < size; i++) {
Vector2 location = groundLocations.get(i);
if (location.x < cameraLeft) {
location.x = findMax().x + textureWidth;
}
location.x -= delta * speed;
}