更改纹理的高度会使纹理出现在地面上方

时间:2019-01-04 13:50:45

标签: java random libgdx height textures

我想将纹理的高度更改为随机高度(具有指定范围),我几乎想出了办法,但是我遇到的问题是纹理(塔)现在位于地面上方。我想在纹理保持相同位置的同时对其进行拉伸,但要更改高度长度。

enter image description here

我有一个Tower类和一个Scrollable类。在Tower类中,我在reset方法中生成了一个随机高度,但是问题是我不知道我到底要添加或写入什么内容才能将纹理放置在正确的位置(所以它不在地面上。

这是Tower类:

public class Tower extends Scrollable {

    private Random r;

    // When Tower's constructor is invoked, invoke the super (Scrollable)
    // constructor
    public Tower(float x, float y, int width, int height, float scrollSpeed) {
        super(x, y, width, height, scrollSpeed);
        // Initialize a Random object for Random number generation
        r = new Random();
    }

    @Override
    public void reset(float newX) {
        // Call the reset method in the superclass (Scrollable)

        super.reset(newX); // newX
        // Change the height to a random number

        Random r = new Random();
        int low = 0;
        int high = 15;
        int result = r.nextInt(high-low) + low;
        height = result;    
    }    
}

这是Scrollable类:

public class Scrollable {

    protected Vector2 position;
    protected Vector2 velocity;
    protected int width;

    protected int height;
    protected boolean isScrolledLeft;

    public Scrollable(float x, float y, int width, int height, float scrollSpeed) {
        position = new Vector2(x, y);
        velocity = new Vector2(scrollSpeed, 0);
        this.width = width;
        this.height = height;
        isScrolledLeft = false;
    }


    public void update(float delta) {
        position.add(velocity.cpy().scl(delta));

        // If the Scrollable object is no longer visible:
        if (position.x + width < 0) {
            isScrolledLeft = true;
        }
    }


    // Reset: Should Override in subclass for more specific behavior.
    public void reset(float newX) {
        position.x = newX; 
        isScrolledLeft = false;
    }

    public boolean isScrolledLeft() {
        return isScrolledLeft;
    }

    public float getTailX() {
        return position.x + width;
    }

    public float getX() {
        return position.x;
    }

    public float getY() {
        return position.y;
    }

    public int getWidth() {
        return width;
    }

    public int getHeight() {
        return height;
    }    
}

也许重要的是要知道我有一个GameRenderer类,该类具有一个drawTowers()方法,然后将其用于render()方法中。

这是我的drawTowers()方法:

private void drawTowers() {

        batcher.draw(AssetLoader.texture1, tower1.getX(), tower1.getY() + tower1.getHeight(),
               tower1.getWidth(), midPointY - (tower1.getHeight())); 

        batcher.draw(AssetLoader.texture2, tower2.getX(), tower2.getY() + tower2.getHeight(),
               tower2.getWidth(), midPointY - (tower2.getHeight()));

        batcher.draw(AssetLoader.texture3, tower3.getX(), tower3.getY() + tower3.getHeight(),
             tower3.getWidth(), midPointY - (tower3.getHeight()));

        batcher.draw(AssetLoader.texture4, tower4.getX(), tower4.getY() + tower4.getHeight(),
                tower4.getWidth(), midPointY - (tower4.getHeight()));

}

1 个答案:

答案 0 :(得分:1)

您将塔架拉得太高,需要增加一半的高度而不是整个高度。

drawTowers()

batcher.draw(AssetLoader.texture1, tower1.getX(), tower1.getY() + tower1.getHeight() / 2, tower1.getWidth(), midPointY - (tower1.getHeight())); 

对其他塔执行相同操作。 这可能并不完全正确,但应该相距不远。