我有一个简单的演示项目。图像沿着屏幕移动并跟随鼠标指针。
LibGDX Image
实例每次我在屏幕上单击时,都会在MainMenuScreen.kt show
方法内部确定的情况下,沿x轴跳转到默认的x坐标,并从默认位置开始移动。但我希望Image在单击屏幕之前会从上一个位置继续/开始新的移动。如何解决,什么问题?
代码简单,简短,我不明白有什么问题。
pastebin链接到完整的项目代码: https://github.com/3dformortals/demo-libgdx/tree/master/DemoMovingImageOnScreen
完整的项目代码:
//-------
//KDA.kt
//-------
package com.kda
import com.badlogic.gdx.Game
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.GL20
import gui.AnimationSkin as AniSkin
class KDA : Game() {
internal var screenWidth:Float = 0.0f
internal var screenHeight:Float = 0.0f
internal val aniskin:AniSkin = AniSkin() //incuded human.atlas TextureAtlas for animation
override fun create() {
screenWidth = Gdx.graphics.width.toFloat()
screenHeight = Gdx.graphics.height.toFloat()
aniskin.prepare() //call preparing method for connect human.atlas for later using for animation
}
override fun render() {
Gdx.gl.glClearColor(1f, 0f, 0f, 1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
if (Gdx.input.justTouched()){
setScreen(MainMenuScreen(this))
}
super.render()
}
}
//-------------------
//AnimationSkin.kt
//-------------------
package gui
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.g2d.TextureAtlas
import com.badlogic.gdx.scenes.scene2d.ui.Skin
class AnimationSkin : Skin() {
fun prepare(){
addRegions(TextureAtlas(Gdx.files.internal("animation/human.atlas")))
}
}
//----------------------
//MainMenuScreen.kt
//----------------------
package com.kda
import animated.ImageMoving
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.ScreenAdapter
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.scenes.scene2d.Stage
import com.badlogic.gdx.utils.viewport.FitViewport
class MainMenuScreen(private val game: KDA) : ScreenAdapter() {
private val stage: Stage = Stage(FitViewport(game.screenWidth, game.screenHeight))
private val player = ImageMoving(game)
private val sprite = player.viewBox()
override fun show() {
Gdx.input.inputProcessor = stage
stage.isDebugAll = true //turn on frames around objects
sprite.x = 500f
//------------------------------------------------------------------------------------
//later, every mouse click on screen sprite jump to x500 position, and i can't fix it
//if i don't execute `sprite.x = 500f` , then sprite jump to x0 position, every click on screen
//--------------------------------------------------------------------------------------------
stage.addActor(sprite)
}
override fun resize(width: Int, height: Int) {
stage.viewport.update(width, height, true)
}
override fun render(delta: Float) {
super.render(delta)
Gdx.gl.glClearColor(0f, 0.5f, 0.5f, 1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
if(Gdx.input.justTouched()) println("before calculateAction box.x= "+sprite.x.toString()) //500 always
player.calculateAction(delta) //call player method for calculation moving on screen
println(sprite.x) //print normal as expected
stage.act(delta)
stage.draw()
}
}
//-----------------
//ImageMoving.kt
//-----------------
package animated
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.kda.KDA
class ImageMoving(game: KDA) {
fun viewBox() = img
private val img = Image(game.aniskin.getDrawable("move-skin-male-back-R-0"))
fun calculateAction(delta:Float){
if (img.x > Gdx.input.x) img.x-=(100*delta).toInt().toFloat()
else if (img.x < Gdx.input.x) img.x+=(100*delta).toInt().toFloat()
}
}
//----------------------
//DesktopLauncher.kt
//---------------------
package com.kda.desktop
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.kda.KDA
object DesktopLauncher {
@JvmStatic
fun main(arg: Array<String>) {
val config = LwjglApplicationConfiguration()
config.height = 720
config.width = 1280
LwjglApplication(KDA(), config)
}
}
在点击屏幕后将图像跳转到默认位置x=500
的gif动画演示
web resource