在我决定将box2d用于我的所有游戏物理之前,我已经使用shaperenderer设置了所有非动画形状。我已经将box2d的世界和形状转换为米,比例为32 ppm,但是我所有的常规形状仍然使用像素绘制。
由于我的box2d圆已与摄影机一起缩放,因此可以正确显示大小。但是,我使用shaperenderer用像素绘制的所有形状都不可见。
据我了解,既然已经缩放了相机,我应该能够通过PPM缩放原始形状的所有尺寸吗?
public class Controller extends Game {
public OrthographicCamera cam;
public ShapeRenderer shape;
public ShapeRenderer circle;
public FitViewport viewport;
public Stage stage;
public World world;
public Body ball;
public Box2DDebugRenderer box2DDebugRenderer;
@Override
public void create() {
cam = new OrthographicCamera();
viewport = new FitViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), cam);
cam.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
shape = new ShapeRenderer();
circle = new ShapeRenderer(); //balls shot from cannon
world = new World(new Vector2(0, 0), true);
box2DDebugRenderer = new Box2DDebugRenderer();
setScreen(new GameScreen(this));
//setScreen(new TitleScreen(this));
}
@Override
public void dispose() {
shape.dispose();
stage.dispose();
circle.dispose();
box2DDebugRenderer.dispose();
world.dispose();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void resize(int width, int height) {
viewport.update(width, height);
}
public Body createBall(){
Body bBody;
BodyDef def = new BodyDef();
def.type = BodyDef.BodyType.DynamicBody;
def.position.set(500,500);
def.fixedRotation = true;
bBody = world.createBody(def);
return bBody;
}
}
这是实现所有原始形状和box2d形状的实际游戏屏幕:
import static com.mygdx.game.Utils.Constants.PPM;
public class GameScreen extends ScreenAdapter {
Controller game;
//x-axis length for top/bottom bar
private float goalWidth;
//y-axis height for back bar
private float goalHeight;
private float goalPostThickness;
//Screen height and width
private float screenWidth;
private float screenHeight;
//How far down/up posts are from edge of screen
private float goalPostTopOffset;
private float goalPostBottomOffset;
private float cannonOriginX; //Variables used for starting position of balls
private float cannonOriginY;
float ballX;
float ballY;
public GameScreen (Controller game){
this.game = game;
}
@Override
public void show(){
game.ball = game.createBall();
// Create a circle shape and set its radius to 6
CircleShape circle = new CircleShape();
circle.setRadius(32/2/PPM);
// Create a fixture definition to apply our shape to
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = circle;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.4f;
fixtureDef.restitution = 0.6f; // Make it bounce a little bit
// Create our fixture and attach it to the body
Fixture fixture = game.ball.createFixture(fixtureDef);
circle.dispose();
}
@Override
public void render(float delta){
//Logic
screenWidth = Gdx.graphics.getWidth();
screenHeight = Gdx.graphics.getHeight();
goalPostTopOffset = screenHeight/7;
goalPostBottomOffset = goalPostTopOffset * 3;
goalHeight = screenHeight - (goalPostTopOffset + goalPostBottomOffset);
goalWidth = screenWidth / 6;
goalPostThickness = screenWidth / 75;
cannonOriginX = goalWidth / 2; //Variables used for starting position of balls
cannonOriginY = (goalPostThickness*5) / 2;
ballX = 0 + cannonOriginX;
ballY = (goalPostBottomOffset - (goalPostBottomOffset / 4)) + cannonOriginY;
game.world.step(1/60f, 6, 2);
//Draw
game.cam.update();
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.box2DDebugRenderer.render(game.world, game.cam.combined.scl(PPM));
game.shape.setProjectionMatrix(game.cam.combined);
drawNonAnimated();
drawAnimated();
}
@Override
public void hide(){
}
//draws stationary objects such as goal posts
public void drawNonAnimated(){
//Top goal bar
game.shape.setColor(1, 1, 1, 1);
game.shape.begin(ShapeRenderer.ShapeType.Filled);
game.shape.rect(screenWidth - goalWidth, screenHeight - goalPostTopOffset, goalWidth, goalPostThickness);
game.shape.end();
//Bottom goal bar
game.shape.setColor(1, 1, 1, 1);
game.shape.begin(ShapeRenderer.ShapeType.Filled);
game.shape.rect(screenWidth - goalWidth, goalPostBottomOffset, goalWidth, goalPostThickness);
game.shape.end();
//Back goal bar
game.shape.setColor(1, 1, 1, 1);
game.shape.begin(ShapeRenderer.ShapeType.Filled);
game.shape.rect(screenWidth - goalPostThickness, goalPostBottomOffset, goalPostThickness, goalHeight);
game.shape.end();
//Cannon platform
game.shape.setColor(1, 1, 1, 1);
game.shape.begin(ShapeRenderer.ShapeType.Filled);
game.shape.rect(0, goalPostBottomOffset - (goalPostBottomOffset / 4),goalWidth, goalPostThickness*2);
game.shape.end();
//Cannon
game.shape.setColor(1, 1, 1, 1);
game.shape.begin(ShapeRenderer.ShapeType.Filled);
game.shape.rect(0, goalPostBottomOffset - (goalPostBottomOffset / 4), cannonOriginX,
cannonOriginY, goalWidth, goalPostThickness*5, 1, 1, 45);
game.shape.end();
}
public void drawAnimated(){
//Ball(s)
game.circle.setColor(1, 1, 1, 1);
game.circle.begin(ShapeRenderer.ShapeType.Filled);
game.circle.circle(ballX, ballY, goalPostThickness * 2.5f);
game.circle.end();
game.cam.update();
ballX += 1;
}
}
正如我之前提到的,用box2d渲染的圆形在PPM比例尺上显示良好。但是,我用shaperenderer绘制的所有形状都不在屏幕上。