在LibGDX中,我想让我的OrthographicCamera随身携带玩家精灵。当前,播放器精灵首先被更新,然后在下一帧中,相机更新为播放器精灵在前一帧中的位置。这是一个例子: https://i.imgur.com/wxJUizU.gifv
我曾尝试将gameMap.render(cam)移至方法的底部,但不仅不能解决我的问题,而且还会将地图纹理放置在playersprite上方,因此您将无法看到当地图在地图下方移动时,玩家会再次进行礼貌。
以下是渲染播放器精灵和摄像机的代码:
Library SSHLibrary
Library Telnet
Suite Setup Open Connection And Log In
Suite Teardown SSHLibrary.Close All Connections
*** Variables ***
${HOST} OMITTED.70
${Other-Host} OMITTED.1
${OTHER-USERNAME} OMITTED
${OTHER-PASSWORD} OMITTED
${USERNAME} OMITTED
${PASSWORD} OMITTED
*** Test Cases ***
Acessando OLT para testes
SSHLibrary.Execute Command Telnet.Open Connection ${Other-Host}
SSHLibrary.Execute Command Telnet.Login ${OTHER-USERNAME} ${OTHER-PASSWORD} password_prompt=password
Verificando a saída do terminal
${saida}= SSHLibrary.Execute Command Telnet.Execute Command dir
BuiltIn.Log to console ${saida}
*** Keywords ***
Open Connection And Log In
SSHLibrary.Open Connection ${HOST}
SSHLibrary.Login ${USERNAME} ${PASSWORD}
答案 0 :(得分:1)
通常,您希望将逻辑分为两部分:
更新
渲染
因此,在每一帧之前,您都要执行任何相关的计算。 您的相机当前更新时间较晚,因为直到gameMap更新后它才执行逻辑。 例如:
// Perform logic and update the state
public void Update () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
cam.viewportHeight = Gdx.graphics.getHeight() / 3;
cam.viewportWidth = Gdx.graphics.getWidth() / 3;
gameMap.getTiledMapRenderer().getBatch().begin();
cam.position.x = player.getX() + (player.getWidth() / 2);
cam.position.y = player.getY() + (player.getHeight() / 2);
}
// Draw map
public void Render () {
gameMap.render(cam);
player.draw(gameMap.getTiledMapRenderer().getBatch());
gameMap.getTiledMapRenderer().getBatch().end();
cam.update();
}
我不熟悉您使用的框架,因此无法确定它是否可以运行,但是在任何游戏开发情况下使用框架时,这就是您要处理的事情。< / p>
答案 1 :(得分:0)
像Bradley一样,您应该将逻辑分为两部分:更新和渲染
创建一个udpate()
方法,在其中放置所有要更新的内容,并首先在render()
方法中调用此方法:
public void update(){
//Update camera position
cam.position.x = player.getX() + (player.getWidth() / 2);
cam.position.y = player.getY() + (player.getHeight() / 2);
//apply all updates to the camera before this the changed position won't apply to the camera
cam.update();
}
@Override
public void render() {
//First call the update method we created
update();
//Clear the Screen
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//Render
gameMap.render(cam);
gameMap.getTiledMapRenderer().getBatch().begin();
player.draw(gameMap.getTiledMapRenderer().getBatch());
gameMap.getTiledMapRenderer().getBatch().end();
}
您无需致电:
cam.viewportHeight = Gdx.graphics.getHeight() / 3;
cam.viewportWidth = Gdx.graphics.getWidth() / 3;
每帧。在create()方法中调用它就足够了