大家好我是libgdx的新手我试图让相机跟随播放器。
试着这样做我在网上看到我必须添加这行代码。
game.getBatch().setProjectionMatrix(gamecam.combined);
通过这样做,我注意到我的游戏真的缩放了我试图解除它但我无法使它工作。你们有什么建议吗?
这是我的GameScreen,我渲染播放器。
`public class GameScreen实现Screen {
private Logang game;
//basic playscreen variables
private OrthographicCamera gamecam;
private Viewport gamePort;
//Box2d variables
private World world;
private Box2DDebugRenderer b2dr;
boolean drawn = true;
private Player p;
private int pX = 100, pY = 300;
public GameScreen(Logang game) {
this.game = game;
//create cam used to follow mario through cam world
gamecam = new OrthographicCamera(Logang.GWIDTH, Logang.GHEIGHT);
gamecam.update();
//create our Box2D world, setting no gravity in X, -10 gravity in Y, and allow bodies to sleep
world = new World(new Vector2(0, Logang.GRAVITY), true);
//allows for debug lines of our box2d world.
b2dr = new Box2DDebugRenderer();
//create a FitViewport to maintain virtual aspect ratio despite screen size
gamePort = new ScalingViewport(Scaling.fill, Logang.GWIDTH / Logang.PPM, Logang.GHEIGHT / Logang.PPM, gamecam);
p = new Player(new Sprite(new Texture("badlogic.jpg")), world, pX, pY, 1);
//initially set our gamcam to be centered correctly at the start of of map
//gamecam.position.set(gamePort.getWorldWidth() / 2, gamePort.getWorldHeight() / 2, 0);
line();
}
@Override
public void show() {
}
public void update(float dt) {
//handle user input first
p.update(dt);
//update our gamecam with correct coordinates after changes
/*gamecam.position.set(p.getSprite().getX(),0,0);
gamecam.update();*/
}
@Override
public void render(float delta) {
//separate our update logic from render
update(delta);
//Clear the game screen with Black
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
world.step(1f / 60f, 6, 2);
gamecam.position.set(p.getSprite().getX(), p.getSprite().getY(), 0); // x and y could be changed by Keyboard input for example
//gamecam.position.set(p.getSprite().getX(), p.getSprite().getY(), 0);
gamecam.update();
game.getBatch().setProjectionMatrix(gamecam.combined);
//renderer our Box2DDebugLines
b2dr.render(world, gamecam.combined);
System.out.println("Player x: " + p.getSprite().getX() + " Camera X: " + gamecam.position.x + " Body X: " + p.getBody().getPosition().x);
//System.out.println("Player y: " + p.getSprite().getY() + " Camera Y: " + gamecam.position.y + " Body Y: " + p.getBody().getPosition().y);
game.getBatch().begin();
if (p.getBody() != null)
p.render(game.getBatch());
EntityManager.renderTerra(game.getBatch(), delta);
game.getBatch().end();
}
public void line() {
Texture tmp = new Texture("dirt.png");
tmp.setWrap(Texture.TextureWrap.MirroredRepeat, Texture.TextureWrap.MirroredRepeat);
for (int i = 0; i < 10; i++) {
EntityManager.add(new Ground(new Sprite(tmp), world, i * Logang.TILE, 0, 2));
}
//EntityManager.changeSize(Logang.TILE * 5,Logang.TILE);
}
@Override
public void resize(int width, int height) {
//updated our game viewport
gamePort.update(width, height);
}
public World getWorld() {
return world;
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
world.dispose();
b2dr.dispose();
}`
这是我的Entity类,它由我现在为空的播放器扩展 公共抽象类实体{
private World world;
private Sprite sprite;
private Body body;
private int tipo;
public Entity(Sprite sprite, World world, int x, int y, int tipo){
this.sprite = sprite;
this.world = world;
getSprite().setPosition(x, y);
getSprite().setSize(Logang.TILE, Logang.TILE);
define(tipo);
this.tipo = tipo;
}
public abstract void update(float dt);
public void define(int tipo){
BodyDef bdef = new BodyDef();
bdef.position.set((getSprite().getX() + getSprite().getWidth() / 2) / Logang.PPM, (getSprite().getY() + getSprite().getHeight() / 2) / Logang.PPM);
switch(tipo){
case 1: {
bdef.type = BodyDef.BodyType.DynamicBody;
break;
}
case 2:{
bdef.type = BodyDef.BodyType.StaticBody;
break;
}
case 3:{
bdef.type = BodyDef.BodyType.DynamicBody;
break;
}
}
body = world.createBody(bdef);
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox(getSprite().getWidth() / Logang.PPM / 2, getSprite().getHeight() / Logang.PPM / 2);
fdef.shape = shape;
body.createFixture(fdef);
body.setUserData(this);
shape.dispose();
}
public void render(SpriteBatch batch){
if(tipo != 2) {
float posX = getBody().getPosition().x * Logang.PPM;
float posY = getBody().getPosition().y * Logang.PPM;
getSprite().setPosition(posX - getSprite().getWidth() / 2, posY - getSprite().getHeight() / 2);
}
getSprite().draw(batch);
}
public Sprite getSprite() {
return sprite;
}
public void setSprite(Sprite sprite) {
this.sprite = sprite;
}
public Body getBody() {
return body;
}
public void setBody(Body body) {
this.body = body;
}`
如果我在开始时移除该线,则游戏尺寸良好但我的相机不会跟随我的播放器。
感谢您的回答,如果问题不是很好,我很抱歉。
答案 0 :(得分:0)
相机有两个变量:世界的宽度和高度。这是一个重要的关键字,因为它定义了世界的渲染大小。如果相机的宽度和高度为300x300,则表示即使屏幕为1920x1080,屏幕上也会显示300x300单位。
当你这样做时:
gamecam = new OrthographicCamera(Logang.GWIDTH, Logang.GHEIGHT);
您可以将摄像机的宽度和高度设置为给定值。
你应用它的第二个:
game.getBatch().setProjectionMatrix(gamecam.combined);
用于渲染的批处理使用摄像机的投影矩阵,这意味着它会根据一次可见的宽度和高度将屏幕坐标转换为世界坐标。例如300x300。
如果您认为世界太小(意味着您渲染的内容显得太大),您当然可以通过添加比例因子进行缩小,但您也可以增加相机的宽度和高度。我不知道你设置的宽度和高度是什么,但如果你增加宽度和高度,它可能会起作用。
正如我已经提到的,世界坐标可能与屏幕坐标不同。
答案 1 :(得分:0)
1)如果您的视口尺寸除以Logang.PPM,那么所有纹理尺寸也应除以Logang.PPM。
Logang.TILE
应为float
并除以Logang.PPM
Player sprite
也应调整大小**。
2)要关注玩家,请尝试将gamecam
分辨率除以Logang.PPM
。
像这样初始化:
gamecam = new OrthographicCamera(Logang.GWIDTH / Logang.PPM, Logang.GHEIGHT / Logang.PPM);
UPD:我发现了问题,这是在播放器渲染方法中:
float posX = getBody().getPosition().x; // delete * Logang.PPM
float posY = getBody().getPosition().y; // delete * Logang.PPM